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  Horsemen of the
  Apocalypse
  Todd Stewart
  Horsemen of the
  Apocalypse
  Book of the Damned, Vol. 3
  
  Charon
  The Horseman of 
  Death plies the River 
  Styx in his skiff, offering 
  souls passage—for a price. 
  Representing death by old age 
  and natural causes, Charon can 
  afford to be the most patient and 
  cunning of the Four, as he knows 
  that, in the end, all those evil souls 
  untouched by other gods and creeds will 
  end up on the banks of his river, waiting 
  for him to consume them. The origins of 
  Charon, the oldest of the Horsemen, are 
  shrouded in mystery, and he’s happy 
  to keep them that way.
  Szuriel
  Like an enormous 
  weeping angel, the 
  Horseman of War stands 
  triumphant over the 
  battlefield, blood running in 
  rivers down the black blade of her 
  terrible sword. She is no leader of the 
  righteous, but a warrior for the sake 
  of making war. Under her banner, the 
  vulture-headed purrodaemons lead great 
  crusades against existence itself, laying 
  waste to entire worlds, bound to their 
  grim campaign until the cosmos finally 
  heaves its last convulsive breath and 
  expires into nothingness.
  Apollyon
  Apollyon, the Horseman of 
  Pestilence, takes the form of a 
  pockmarked giant with the head of 
  a diseased ram. His pustule-covered 
  body is wrapped in a cloak made from 
  the stitched-together skins of angels, 
  and his bow spreads disease wherever 
  its arrows fall. Whether from his 
  throne of bone and flesh or atop his 
  bleeding, ulcerated mount, the 
  Horseman of Pestilence and his 
  skull-headed deacons spread 
  disease like wildfire 
  across the worlds of 
  the Material 
  Plane.
  Trelmarixian
  The youngest and most ambitious 
  of the Four, Trelmarixian the Black 
  is the Horseman of Famine, devoted to 
  seeing all mortal life waste away before 
  his eyes. Jackal-headed, with the 
  emaciated body of a starving man 
  and thin, fluid flesh with no shape 
  of its own, Trelmarixian specializes 
  in cancers and other forms of self-
  consumption, helping to infect 
  mortal life with his essence 
  and other maladies that 
  turn the body against 
  itself, causing 
  famine from 
  within.
  
  Horsemen of the Apocalypse
  Book of the Damned Vol. 3
  A Pathfinder Campaign Setting Supplement
  Author • Todd Stewart 
  Cover Artist • Kieran Yanner
  Interior Artists • Dave Allsop, Rayph Beisner, Fabio Gorla, 
  Jorge Fares, Scott Purdy, and Tyler Walpole
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • James L. Sutter
  Editing and Development • Judy Bauer, Christopher Carey, 
  Patrick Renie, and Sean K Reynolds
  Editorial Assistance • Jason Bulmahn, Rob McCreary, 
  Mark Moreland, and Stephen Radney-MacFarland
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier 
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  Credits
  Table of Contents
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Bestiary 2 and Pathfinder Roleplaying 
  Game Bestiary 3. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated 
  as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open 
  Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Campaign Setting: Horsemen of the Apocalypse, Book of the Damned Vol. 3 is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure 
  Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of 
  Paizo Publishing, LLC. © 2011, Paizo Publishing, LLC.
  Printed in China.
  The First Daemons 
  2
  On a Pale Horse 
  4
  Eclipse 
  16
  Daemonkind 
  18
  Daemonic Influence 
  26
  Daemonium 
  28
  Previous Horsemen 
  42
  The Soul Reavers 
  44
  Oblivion’s Creation 
  62
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  7120 185th Ave NE, Ste 120
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  paizo.com
  
  S
  ome call them the 
  devourers of souls, or the 
  life-eaters—but to most, 
  Abaddon’s children are simply 
  the daemons. They hate 
  mortality, yet feast upon 
  the very souls they hope 
  to scour from existence. 
  The irony that they 
  take shape from the very 
  soul-stuff they consume is 
  not lost on them, and they 
  hate the source of their own 
  lives all the more because of 
  it. With warped zeal, the 
  daemons and their masters 
  feast upon every soul they 
  claim, regardless of its source. 
  They seek and offer neither 
  pain and torment nor corruption 
  and submission—only the cold 
  embrace of utter oblivion.
  The First Daemons
  Before the coming of mortal life, 
  there were no daemons. Even when 
  the first generations of mortals began to 
  die and make their way to Pharasma’s Court 
  for judgment, from there sent on to the various 
  planes of Outer Sphere to become new entities, the 
  wasteland of Abaddon lay fallow, an unnecessary 
  and forgotten upthrust of stability within the 
  chaos of the Maelstrom. It wasn’t until the first 
  horrible cataclysms on the Material Plane created 
  an unprecedented torrent of spiritual petitioners 
  that the River of Souls overflowed its banks, and 
  souls bound for Pharasma’s realm washed up on 
  any number of shores.
  Some of those came to rest in Abaddon, and 
  it was here that reality itself—tortured by 
  the sudden shock of rage and despair caused 
  by the first mass deaths on the Material 
  Plane—allowed the twisted birth of something 
  new. A singular soul, one filled with more 
  loathing than all the others combined, 
  gestated in its own rage until it erupted 
  into an altogether unique entity: the first 
  From the Book of the Damned
  The daemons gnaw at the cosmos, burrowing 
  through metaphysical flesh and bone, feeding with 
  hunger and desperation—not to nourish their bodies, 
  but to further their goal. With every soul consumed, 
  they rob the universe of that spark that so offends 
  them. Why they wish so fervently for the end of all 
  things, including themselves, is a mystery no one 
  has yet unraveled. Suffice it to say that, while they 
  will take all others as the chance arises, mortality 
  is the prime object of their hatred; it births them 
  even as they condemn it to oblivion, like a serpent 
  feasting on its own tail.
  —The Book of the Damned,
  “On the Nature of Daemons”
  
  daemon. Surrounded by a sea of likewise hateful 
  souls, the daemon gorged himself on his brethren 
  and grew in power. In the depths of Abaddon’s 
  wastelands he flexed his might, beginning to 
  reform his surroundings into something as 
  corrupted and twisted by hatred as the daemon 
  himself. The daemon saw it was to his liking, 
  and so he called out to those other souls damned 
  and forsaken—those evildoers driven not by 
  ordered ambition or chaotic frenz y, but by the 
  impartial taint of purest evil and nihilism—
  and like a tidal pull and clarion call, they 
  followed the daemon’s beckoning, incapable of 
  imagining the doom that awaited them.
  Most of these lost souls found only oblivion 
  at the hands of the daemon and his horrific 
  domain, but others survived and likewise 
  experienced that same transcendence into 
  daemonic forms, becoming the first generation 
  of their kind. As each soul arrived on 
  Abaddon’s rocky, blasted shores like mewling, 
  wretched flotsam, the daemons feasted upon 
  their rotting souls, savoring each one with 
  terrible glee. 
  It was at this time that one of the daemons—the original, the First—whispered out to the cosmos, 
  mocking it, taunting the gods with the knowledge that each soul that came to Abaddon was forever 
  snuffed out, each light extinguished. Among all the gods, only one, the death goddess Pharasma, 
  listened to the voice, as the other deities squabbled in their own wars and conflicts, and remained 
  ignorant of its whispered mockery. Before long, the low growl of something else replaced it—the cries of 
  thousands of souls, being devoured by the daemons of Abaddon.
  The cries went on for eons as Abaddon grew, its realms divided up between the greatest of 
  daemonkind. There was no longer just the First—indeed, daemons of all makes and sizes now 
  inhabited the horrid lands, preying upon the River of Souls that led deceased mortals to Pharasma’s 
  Spire. The Styx channeled in evil souls from other planes as well, and the daemons welcomed the 
  castaways with open arms and jaws. Finally, Pharasma looked down from her throne and realized that 
  she could no longer ignore the voices that whispered at her—four voices where once there had been only 
  one, all wet with unrestrained hunger.
  “Give us what is ours,” whispered Pestilence.
  “Or we shall take them, even more than we do now,” threatened War.
  “We must be fed,” demanded Famine.
  Last to speak was Death, who chuckled softly. “You have seen the Beginning and the End,” the 
  Boatman noted. “You know what must be.”
  And it was true. With a nod, the Lady of Graves acquiesced, forming the Devouring Court and its 
  gate to Abaddon within the Boneyard. Through it, she began to send those damned souls destined for 
  the new realm of oblivion and unending hunger, delivering them to the Horsemen’s eager embraces. 
  And with each soul consumed in that darkened place, each spark stamped out, the daemons further 
  their goal, and the End draws a little closer.
  Curator’s Note
  Numerous formerly reputable antiquarians assert 
  these pages come from the legendary Book of the 
  Damned—called a myth by some and said by others 
  to have been destroyed. While we have no way of 
  proving either the veracity of such claims or the 
  authenticity of these unquestionably ancient pages, 
  such allegations—and the dramatic warnings 
  of those same scholars—remain under debate. 
  As a student of the past, I cannot overstate the 
  fascination and curiosity that the revelations of the 
  following pages represent. Yet, as a mortal, with a life 
  and a fate guarded dearly, I must add my own dire 
  recommendation to the ravings of my predecessors: 
  What follows stands beyond the writings of madmen 
  and heretics, and if you do not care to risk your 
  immortal soul, do not read on. May the gods have 
  mercy upon you and us all.
  —Djavin Vhrest, 
  Curator of Apocrypha Forae Logos, Absalom 
  
  4
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Hoofbeats herald their arrival, thundering in the distance and echoing in the hearts of 
  madmen. The dwindling resolve of saints foretells their coming, spirits failing as the 
  riders grow ever closer and the world spirals out of control. 
  Pestilence, War, Famine, and Death—these are the Horsemen. Pain and corruption 
  mean nothing to them, only the silence of oblivion. They are the lords of Abaddon, and 
  their forsaken plane reflects them, reacting to their will as they feast upon the damned 
  beneath a twilight sky in perpetual eclipse. From its tattered vault, the umbral orb of 
  the land’s darkened sun glares down like the glassy, opaque eye of a long-dead god, 
  watching its children devour the world.
  —From the Book of the Damned, “Ride of the Horsemen”
  Chapter One
  ON A PALE HORSE
  
  11
  5
  On a Pale Horse
  A 
  lthough more stable than the infinite fissures of 
  the Abyss, and free from the tyrannical rigidity 
  of Hell, Abaddon nevertheless stands as one of 
  the most hostile planes in the multiverse. In its blistered 
  and blackened reaches, both mortal souls and outsiders 
  find themselves preyed upon by the fiendish residents, 
  either slain outright or offered up bound and bleeding 
  to the plane’s rulers as specimens upon which to feast or 
  experiment. Constantly remade to suit its masters’ sick 
  whimsy, Abaddon is a twisted and shifting place that 
  forbears all attempts at mapping, and which only the 
  insane or desperate dare to visit. 
  This is the home of the daemons, those fiends who seek 
  neither to corrupt life nor to bind it to their will, but rather 
  to destroy it utterly. Their wasteland is bleak and dark, 
  lit only by the pervasive, eerie half-light of the plane’s 
  perpetually eclipsed sun. Deserts of ashes, oceans of acid, 
  continent-wide fields of bones, forests of burning trees 
  like living candelabras, and floodplains of salt and toxic 
  sludge welcome visitors pressing through the gloom and 
  the cold, cloying mists. Amid this desolation, all is silent 
  save for the screams of mortal souls hunted for sport and 
  the mad laughter of daemons feeding upon them.
  Spirits condemned to Abaddon by Pharasma’s judgment 
  flood into the plane like clockwork, falling from the 
  eclipse-darkened sky like shining, screaming meteors. Half 
  of them never reach the ground, snatched up by winged 
  hunters mid-descent or ensnared by magic and transported 
  to holding pens and slaughterhouses where spiritual 
  consumption operates on an industrial scale. Those that do 
  survive to reach the ground find only horror as they scatter, 
  confused and dazed, before being hunted. Other souls 
  arrive by way of daemonic conquest or predation beyond the 
  plane’s borders, dragged back to Abaddon in vast slave lines. 
  No paradise awaits those mad souls who offer the daemons 
  worship, or whose evil natures condemn them to this plane. 
  No liberation waits to grant them hope. There is no greater 
  meaning, only the extinction of the soul. 
  Those mortal souls that evade capture or travel to the 
  plane for their own reasons are known as the hunted—
  but few of them endure for long. Those that survive do so 
  by betraying and ultimately preying upon their fellows, 
  and in time transcend their status and become daemons 
  themselves, warped by their own inner natures and the 
  plane’s touch in an ironic, horrific reversal.
  All members of daemonkind bow before their greatest 
  kindred, known as the Four Horsemen. Each Horseman 
  personifies one of the greatest threats to mortal life—
  pestilence, war, famine, and death—and under their rule, 
  they and their lesser kindred feast upon mortals and 
  immortals alike, bleeding the universe dry of its animating 
  essences. Most of Abaddon falls under the direct rule of 
  one Horseman or another, but while they work toward the 
  same ends, each of the Four operates according to his or 
  her own independent agenda.
  The Four do not openly wage war upon one another, 
  instead cooperating as an unholy fellowship and presenting 
  a supposedly unified front to the cosmos, though below 
  them the daemonic ranks churn with schemes and 
  outright fratricide. Philosophy, ideology, and differing 
  arts and methods bow before the unifying drive of their 
  kind: to hasten the inevitable oblivion that awaits all life. 
  The daemons are often seen as neutral, their dispositions 
  placing them between the extreme order of devils and the 
  chaotic destruction of demons, yet this simplification 
  is somewhat misleading. Daemons are not devoted to 
  impartiality—rather, chaos is accepted so long as it fosters 
  their goals, while law is co-opted as a useful framework 
  to hasten the end of all things. Daemons are evil bereft of 
  all mitigating influences, single-minded incarnations of 
  nihilism in its purest form, villains willing to use any tool 
  to achieve their goals, whatever they may be.
  The Horsemen rule Abaddon from the thrones of their 
  own vast domains, connected by the memory-leaching 
  waters of the River Styx weaving through each realm like 
  a black, bubbling ribbon of liquid corruption. The only 
  territories beyond their control are those of the dark gods, 
  most infamously Urgathoa and Zyphus—yet even these 
  were an unsolicited gift from the Horsemen, and there’s 
  no telling to what ends the Four invited the deities to 
  encamp in their midst.
  Far from the plane’s core, away from the constantly 
  replenishing tides of souls, Abaddon’s unclaimed wastelands 
  are squabbled over by non-daemonic powers, potent daemon 
  warlords known as harbingers, and lesser daemonic nobles 
  out of favor with the Horsemen. Further outward, the 
  neighboring Maelstrom’s influence grows, causing the 
  plane’s solidity to erode and its terrain to shift and change 
  with the tides of the Cerulean Void. Daemons avoid this 
  unstable rim, yet it’s hardly a safe harbor, as the environment 
  lies open to roving bands of proteans and other creatures 
  eager to violently demonstrate the primacy of chaos.
  Even in a plane so devoted to destruction, there are 
  legends. These whisper of another domain, lurking within 
  Abaddon’s core and touched by the bordering domains of 
  the Four, locked away like a cold and silent heart. It was 
  here, the stories whisper, that the Four once served as 
  servants in the early days of the plane, bound to an entity 
  both more powerful and less knowable. And it was in 
  this now-hidden domain that they betrayed, bound, and 
  butchered their master, feasting upon its flesh and seizing 
  its power as their own. Only the Four know whether there’s 
  any truth to this tale. Either way, it hardly matters, for 
  though individual Horsemen may fall and be replaced 
  in their positions, the sovereignty of the Horsemen as a 
  whole remains absolute.
  
  6
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Abaddon
  On Abaddon, taunting telepathic dirges ring like church 
  bells through the looming clouds as daemons flit about 
  the eclipse-blackened sky, the fiends phasing in and 
  out of reality and screaming fiendish hymns of pain 
  and oblivion. Below them, the citadels of the Four stand 
  brooding over the broken lands, monuments to the power 
  of the unknowable masters of daemonkind.
  As iconic as this desolate vision is, the wastes of Abaddon 
  also harbor other constructions and landscapes, both 
  active and long-abandoned, and other powers make their 
  homes below the occluded sky. Presented here are some of 
  the more notable locations.
  Balishek’s Crater: The fractured walls of Balishek’s 
  Crater still steam with pockets of molten glass long after the 
  death of the daemon whose seat of power once rose there. 
  One of the earliest Horsemen, Balishek and his servitors 
  were obliterated in a dim era of Abaddon’s history for some 
  crime long-forgotten by his race, destroyed with such 
  prejudice that the location of his death still boils with his 
  killer’s fury. Such is the anathema of his crime or the fury 
  of his slayer that a lingering fear remains ingrained within 
  the daemonic race, and most daemons refuse to approach 
  the crater. Those who do experience a sudden wrench of fear 
  totally out of keeping with their normal emotions.
  The Common Grave: This sea of half-settled earth and 
  half-rotten fiendish corpses stretches from horizon to 
  horizon, inundated in places by the Styx and harboring 
  things that swim in the slurry of soil, stone, flesh, and soul-
  stuff. This mass grave from the time of Lamashtu’s ancient 
  demonic invasion encompasses a large enough volume to 
  swallow the oceans of a dozen worlds. Yet not all of the dead 
  lie quiet, as its trenches and chasms crawl with memory-
  stripped horrors born from the Styx, monstrosities that leak 
  necromantic energies, and half-digested scraps of souls that 
  mingle and suffuse the gaps and valleys. The ground rises 
  and falls, breathing with the efflux of rot and burrowing 
  terrors that dwell below, making the region treacherous to 
  cross even for many daemons. Thus it remains a place of the 
  lost and the forgotten, unclaimed and unwanted.
  The Menagerie: Not all crusades end in righteous victory. 
  The Menagerie is the site of an ancient agathion and angelic 
  incursion to rescue the soul of a dead saint stolen in transit 
  through the Astral Plane. Forging a gate directly from 
  Nirvana into Abaddon’s heart, they arrived by the thousands, 
  and there the Four awaited them, using the stolen soul as 
  bait for creatures far more holy, more valuable, and more 
  delectable in their destruction. A forest now grows around 
  that broken, flickering gateway, long since twisted from its 
  original beauty, and the hunted flock there like moths to a 
  flame, hoping for redemption, salvation, or simply escape. 
  And like moths, they find their doom. The gate functions 
  in only one direction—into Abaddon, not out—giving 
  a glimpse of paradise but no chance of freedom, and 
  daemons lurk to capture and devour all who near. After 
  the battle, many celestials remained behind, trapped 
  within the broken and half-melted statues that litter the 
  forest. While the celestial guardians of the gate refuse to 
  allow any more of their brethren in to save the doomed 
  crusaders, mortal heroes may make the attempt. Even now, 
  the trap remains, waiting for virtuous mortals who seek to 
  rescue the celestials who preceded them.
  Mere of Broken Angels: A place of inexplicable beauty 
  within the desolation, this stretch of crystal-clear water 
  radiates a dull, distorted white noise to those who stand on 
  its shores for more than a few minutes. Serenity slips away 
  as gradually the noise decants into the sound of thousands 
  of fists beating against the underside of the lake’s surface, as 
  if it were frozen. Once heard, thousands of angelic figures 
  look up in agony, beating and clawing powerlessly against 
  the water’s underside, slowly suffocating and sinking down 
  to the bottom, which is a carpet of bones and still gleaming 
  arms and armor. As they drown or kill themselves to end the 
  suffering, they sink back to the bottom, but within minutes 
  they spontaneously resurrect, and the horror begins again. 
  The identity of the captive, perpetually dying angels has 
  been lost to  history, and the only clue is a small island with 
  a stone jetty, just within viewing distance from the shore. 
  Any attempt to cross the water by non-daemons imposes the 
  angels’ fate on the would-be traveler—swimmers become 
  trapped below the water’s surface, fliers are plucked from 
  the air and hurled below the waves, and teleportation 
  cruelly reroutes to the lake bottom. Anyone who reaches 
  the island finds the print of a massive, clawed reptilian 
  hand or foot, dozens of feet across. Inside the impression 
  are scrawled hundreds of lines in an unreadable script that 
  seems vaguely related to Abyssal.
  The Oblivion Compass: Situated atop a granite plateau 
  rising up from the surrounding Styx floodplains in 
  Charon’s domain, the Oblivion Compass counts down 
  toward the Apocalypse, measuring the relative success of 
  the Four as they work toward their ultimate goal. Built 
  from the broken body of a colossal inevitable, its gears are 
  turned by a thousand enslaved axiomites. None but the Four 
  know of its precise history and construction—if indeed 
  even they do—and knowledge of how to read and interpret 
  the signs of its dozens of free-spinning hands and orrery 
  wheels is fiercely guarded.
  The Silent Nation: Lodged high in the mountains, the 
  massive glacier known as the Silent Nation inexorably 
  creeps toward the waiting, hungry waters of the Styx. 
  Once an aquatic Material Plane world, the vast ocean was 
  stolen and frozen by the daemons, locking within it every 
  living creature it contained. From the smallest fish to 
  the populations of a dozen aquatic civilizations and their 
  drifting, ruined cities, all remain locked within the ice, 
  
  11
  7
  On a Pale Horse
  their souls still trapped with them. By the terms of some 
  unknown but failed, horrific bargain with Charon, they 
  remain conscious and fully aware of the fate awaiting them 
  once the glacier crumbles into the Styx, and they are at last 
  delivered into the claws of the patiently waiting daemons.
  Slave City of Awaiting-Consumption: A city of the damned 
  and doomed, Awaiting-Consumption makes no pretenses 
  as to its purpose. A sprawling metropolis, the city serves as 
  one of the few points of extraplanar contact, with outsider 
  emissaries and merchants living alongside the hunted, 
  daemons, and rare mortal visitors. The majority of the city’s 
  population is made up of the daemons’ captive livestock of 
  hand-picked mortal bloodlines, matched and traded like 
  commodities, but also kept and trained for slave-labor in 
  specialized skills. Visitors pay heavily for seals of protection 
  from the flocks of daemons flying above the city’s spires 
  like vultures, but also from the culture of delusional mortal 
  cultists and city overseers, some of whom spend a lifetime 
  grooming themselves for ritualized oblivion.
  The rulers of Abaddon possess other such slave-cities 
  throughout their various 
  realms, sealed off to non-
  daemons. While most of these 
  blasted settlements function 
  simply as breeding programs, others 
  model mortal societies, with residents kept 
  ignorant of their location by magic. Here, daemons 
  experiment upon mortals in their native state, 
  training for the rare campaigns they launch into the 
  Material Plane.
  Still other cities dot Abaddon’s 
  wastes, empty and abandoned 
  except for the newly arrived members of 
  the hunted, wandering packs of daemons, and 
  derelict experiments. All of these cities are of 
  different architectures, slowly crumbling to ruins 
  and dust to join the thousands that preceded them. Some 
  appear to have been sucked from their original worlds, 
  their inhabitants devoured in the space of days. Others 
  seem to have always been there, their decay eternal yet 
  never complete. The only intact cities beyond those 
  experiments of the Four are those inhabited solely by 
  fiends themselves, and these cluster near the 
  locations of the various powerful harbingers 
  like swollen lymph nodes around an infection.
  The White Mountain: Near the border with 
  Charon’s domain, the White Mountain stands 
  as the highest point in Abaddon, reaching even 
  higher than the volcano housing the Cinder 
  Furnace. Yet rather than ash, it belches forth a 
  miasma of corrosive, white-hot soul-stuff, spontaneously 
  generated undead, and miles-wide, shifting zones of 
  negative energy. The source of its fury is unknown, yet 
  rumors suggest the cause is either a lost artifact, the tomb 
  of a long-dead or imprisoned harbinger, or another long-
  abandoned experiment by one of the Four.
  Zyphus and Urgathoa’s Domains: Abaddon’s two most 
  potent true deities make their domains on the far side of 
  Szuriel’s domain, bordered by the shores of the vast, acidic 
  Sea of Lamentation and the suzerainties of minor daemonic 
  nobles. The Pallid Princess rules a mist-shrouded realm 
  filled with cities of undead engaged in excesses as an 
  extension of life and reveling in the morbid delights of 
  their goddess. Zyphus’s domain sits entirely encompassed 
  by Urgathoa’s, looking like a single giant cemetery—a 
  subtle mockery of Pharasma’s Boneyard. Curiously, each 
  domain’s boundaries belie the size of their interiors; though 
  hemmed in and restricted somehow by the Four, they are 
  far larger inside than out. These domains were gifts from 
  the Horsemen to the gods, who originally dwelled on the 
  Material Plane, and both are under perpetual observation 
  by the fiends. Why they made the grandiose offer is anyone’s 
  guess, but some say that the daemons salivate like animals 
  as they watch from the borders of the realms, and even if 
  they obey the letter of their pact with 
  the gods, their desires remain.
  
  8
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Apollyon
  Horseman of Pestilence
  NE male Horseman
  CULT
  Unholy Symbol yellow scythe covered in polyps and diseased, 
  fleshy tendrils
  Domains Air, Darkness, Destruction, Evil
  Favored Weapon scythe
  Temple battlefields strewn with corpses, open mass graves, 
  sewers, swamps
  Deacons leukodaemons
  Worshipers evil druids, lepers, plague carriers, sufferers of 
  pandemics, urdefhans, wererats
  Minions astradaemons, diseased undead, monstrous rats, 
  nuckelavees, otyughs, piscodaemons, vermin
  Apollyon, the Prince of Plagues, takes the form of a 
  pockmarked giant with the head of a snarling, diseased 
  ram. Hiding his pustule- and bruise-covered body from 
  view, the Horseman of Pestilence wears a cloak tailored 
  from the tanned, stitched-together skins of a dozen 
  angels, each flayed alive after failed attempts to 
  slay the Horseman and recover the souls 
  imprisoned within his domain. Each 
  angelic soul was half devoured by 
  Apollyon, and he used the other 
  portions to empower a series 
  of bows—the Ushers of the 
  Black Rain—granted to his 
  greatest servitors as badges 
  of their position, with the 
  original weapon kept by the 
  Horseman himself.
  The unique nightmare Septisaeus serves as Apollyon’s 
  mount, bearing a golden crown marked with its master’s 
  symbol and a neck punctured by a dozen barbed arrows. 
  With a gleaming white coat, Septisaeus seems otherwise 
  healthy at first glance, but upon closer inspection bears 
  the signs of horrific infection: sclera black with ocular 
  bleeding, cracked gums and teeth, a frothing mouth, and 
  purpuric blemishes marring its extremities.
  Apollyon’s reign as the Prince of Plagues began eons ago 
  when the previous Horseman of Pestilence fell—not by the 
  hands of one of its underlings or a vengeful god, as with 
  previous Horsemen, but to something totally unknown. 
  The precise details have never been discovered, at least 
  not by daemons, but it is thought that Yrsinius the former 
  Horseman of Pestilence went missing during a foray into 
  the Maelstrom. Some believe that he was killed by the 
  almost mythical protean Chorus of Malignant Symmetry. 
  While conclusive proof of this was never uncovered, the other 
  members of the Four provided a response, butchering some 
  of the most powerful protean lords in existence and dragging 
  one of the protean elders from the Maelstrom’s depths back to 
  Abaddon. Since that time, the nameless protean lord’s corpse 
  has remained as a rotting monument in the Plaguemere.
  In Yrsinius’s absence, his court fought against one 
  another to succeed their fallen master, fracturing into 
  a dozen different camps. It was during this chaos that 
  Apollyon rose to power, slaughtering his way through half 
  of his rival claimants before the others finally yielded. 
  Tellingly, none of his original rivals remain, having either 
  defected to the courts of the other members of the Four, 
  withdrawn into the unclaimed lands at Abaddon’s fringes, 
  or fled the plane entirely.
  While other Horsemen engage in farther 
  reaching plans and more overt acts 
  of brutality upon the mortals of the 
  Material Plane, Apollyon and 
  his servitors focus instead 
  on their distinct form of 
  creation: the crafting of 
  new diseases and plagues 
  capable 
  of 
  doing 
  the 
  daemons’ work for them, 
  spreading 
  like 
  wildfire 
  across the Material Plane. 
  Lesser known is the fact 
  that these acts of creation 
  also extend to artifacts 
  and magical items intended 
  to corrupt their recipients 
  and cause larger metaphysical 
  infestations, 
  working 
  within 
  Pharasma’s system to taint souls and 
  send them winging to Abaddon after judgment. Among 
  Apollyon’s poisoned gifts to Golarion are such artifacts as 
  the Eyes of Abaddon, the Black Fly Thurible, the Jaundice Sphere, 
  and the Moon-Torn Sickles. 
  Apollyon frequently manages to send his minions to 
  the Material Plane, and their actions often leave dark, 
  communicable disasters long after they themselves have 
  been killed or banished. When creating and spreading 
  ever more horrific and virulent plagues, the Horseman 
  is not averse to granting temporary immunity to his 
  mortal cultists in exchange for using them as carriers and 
  living incubators, though this protection is short-lived—
  eventually they too fall, their souls carried back to Abaddon 
  amid clouds of corpse flies. Along with Trelmarixian, 
  Apollyon has also garnered the most followers among 
  the daemon-created urdefhan race, trusting them and 
  unintelligent vermin to spread his plagues far more 
  reliably than other non-daemon supplicants and carriers.
  Apollyon’s mortal proxies serve their master’s goals, 
  knowing that their veneration means nothing, and only 
  
  11
  9
  On a Pale Horse
  results matter. Both they and Apollyon’s daemonic servitors 
  often aid potential allies such as evil druids, cults of 
  Rovagug, the church of Urgathoa, and especially the church 
  of Ghlaunder in attempting to cause the death of wide 
  swaths of mortal life. Of these, the demigod of parasites 
  and infection is perhaps most skeptical, knowing that 
  the Horsemen view the cosmos as a zero-sum game, and 
  that Apollyon’s aid in furthering their mutual goals will 
  undoubtedly have an unpleasant ending. (Their strained 
  relationship may also have to do with the rumor that it was 
  a previous Horseman who imprisoned Ghlaunder within 
  his cocoon in the first place, milking him of his power 
  until he was accidentally released by Desna.) 
  Within Abaddon and beyond, Apollyon’s lesser daemons 
  feed on their victims like ravenous locusts, tearing them 
  apart and distributing the scraps among themselves. 
  Returning to the Plaguemere, the subservient fiends may 
  regurgitate their victims, pooling the spiritual essence and 
  dragging their reconstituted, horrifically shocked victims 
  forth to the base of the Throne of Flies. More commonly, 
  though, each cluster of daemons simply stands before a 
  leukodaemon overseer and upon command begins to bleed, 
  as if suddenly stricken by the final, torturous phase of a 
  hemorrhagic fever, excreting their spiritual cargo from 
  every pore so that Apollyon’s more powerful servitors may 
  feast upon the gore, the best portions being bottled and 
  given to those higher up the chain of command.
  The Plaguemere
  A realm of festering swamps, flooded forests, 
  and shallow acidic oceans, Apollyon’s 
  domain of the Plaguemere centers 
  on his citadel, the Throne of 
  Flies. The leukodaemons built 
  this towering throne at the 
  Horseman’s orders, but the 
  corpse they carved it from 
  long predates his existence. 
  Whether it is the body of 
  an immense protean, dead 
  god of healing, or rival deific 
  patron of disease, none know, 
  and Apollyon himself has never 
  spoken of the matter.
  The Throne towers above the surrounding 
  swamps, crafted from the spine and 
  ribs of its parent corpse, whose 
  remaining 
  flesh 
  forms 
  its 
  foundation. 
  Lairing 
  within 
  the hollowed-out bones and 
  massive chambers cut from 
  calcified flesh, Apollyon’s followers 
  tap the residual power latent within its 
  marrow and still-beating heart. The Horseman’s throne sits 
  high in the tower, in full view of the heart. This central organ 
  still functions, pumping a slow, steady flow of dark fluid 
  long ago corrupted by Apollyon. The Horseman of Pestilence 
  twists and warps the ancient creature’s heart to his whim, 
  using it in the crafting of artifacts and puissant plagues, 
  augmenting his own power with that of the fallen colossus.
  Inundated by the Styx, as well as by several oceans at 
  the far edge of his domain and the perpetually bleeding 
  corpse that forms the Throne of Flies, Apollyon’s domain 
  boasts little dry ground. That which exists is built up by the 
  Horseman’s armies atop the rubble of fallen cities dragged 
  from other worlds, built atop one another as they slowly 
  sink into the mire, or else from the piled bones of consumed 
  mortals. Many of these regions fall under the dominance 
  of Apollyon’s unique servitors, such as Festerholme, the 
  Citadel of Hungry Roots, and the City of Gnashing Teeth 
  and Drowned Screams, ruled by the olethrodaemon 
  Thrice-Fold Malady and the unique daemons Tamede the 
  Fungul-Hearted and Roqorolos the 
  Seadrinker, respectively.
  
  10
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Charon
  Horseman of Death
  NE male Horseman
  CULT
  Unholy Symbol grinning skull, its eye sockets covered by two 
  gold coins
  Domains Death, Evil, Knowledge, Water
  Favored Weapon quarterstaff
  Temple graveyards, rivers, submerged ruins, underground 
  catacombs
  Deacons thanadaemons
  Worshipers ferrymen, graverobbers, undertakers, undead, 
  urdefhans, would-be immortals
  Minions fiendish krakens, grim reapers, hags, 
  hydrodaemons, river monsters, undead
  Charon, the Horseman of Death and 
  Boatman of the Styx, is ancient even by 
  comparison to the other Horsemen. It 
  is rumored that, of all the Four, he alone 
  was an original Horseman, the first—
  and only—Lord of Death. Yet Charon’s 
  title obfuscates his true focus: not simply 
  death as a whole, which is the purview of 
  all daemons, but specifically death by old 
  age. Even the most virile mortals eventually 
  succumb to that looming specter, and in this 
  sense, it’s unsurprising that many would 
  consider the Boatman the most powerful of 
  the Four. Like mortality’s inevitable end, Charon’s 
  patience is legendary, and more than any other 
  Horseman, he views his goals in the long term, willing 
  to sacrifice immediate gains for a guaranteed eventual 
  victory. Not just the most patient, Charon is also the most 
  secretive of his kind. As the eldest Horseman, he holds 
  knowledge of many things forgotten before his kindred 
  were even living mortals, and despite his age, Charon has 
  never been challenged—at least, not that anyone ever speaks 
  of—since he rose to power in Abaddon’s earliest days.
  Charon’s typical form is similar to that of his 
  thanadaemons, and most people presume that he modeled 
  his deacons after himself. Some scholars, however, posit a 
  different theory. In their minds, Charon is so ancient as 
  to have preceded the creation of humanoid life. Thus they 
  conclude that his observed form must be a more modern 
  guise, or else a facade maintained by one of his servitors, 
  serving as a mouthpiece for something more alien that 
  lurks below the waters of the Styx. Or perhaps Charon 
  is the Styx, the river of dissolved souls and swallowed 
  memories having long ago gained sentience and motives 
  of its own. The theories fly fast and furious, but ultimately, 
  all such postulating is moot. Charon simply is.
  Though he is most often encountered on his skiff, the 
  Boatman also possesses a mount: the nightmare Chloros. 
  Like his master, the nightmare’s body is skeletal and bleached 
  white, its only remaining flesh desiccated, mummified, and 
  spotted with age. Of the Four, his steed is the most horrific, 
  as not only does its touch leech life, but its gaze can forcibly 
  age victims, hurling them even faster toward the inevitable 
  death that awaits them.
  Daemons in Charon’s service range far and wide across 
  Abaddon, often riding the Styx to other reaches of the 
  cosmos, hunting souls in his name. Unlike servitors of 
  the other Horsemen, his own often act in understated and 
  subtle ways, yet harvest just as many souls as others. It is said 
  that Charon operates alongside his servitors, fishing for 
  souls in the exact same way, and that any daemon 
  looking upon one of the thanadaemons 
  might in fact be looking into the face of 
  Charon himself. True or not, the rumor 
  affects how other daemons interact with 
  Charon’s chosen.
  Not all souls captured in Charon’s 
  name are completely consumed. Many 
  non-deacon daemons capture or only 
  partially devour their cargo, vomiting 
  the screaming souls into the Styx. 
  Their effluvium boils and churns, slowly 
  transforming into the drifting, brutalized 
  bodies of the victims as they appeared in life, 
  struggling to find purchase in the fouled 
  waters before being fished from the current 
  by Charon’s thanadaemons.
  When approached independently by a soul, 
  Charon and his servitors sometimes simply carry 
  the guest off to be consumed. Other times, however, they 
  legitimately make deals, their bargains working toward 
  ends hundreds or thousands of years in the making. 
  In the beginning, such a deal might entail rescuing a 
  soul from its rightful afterlife in an unpleasant plane, 
  transporting an adventuring party to where it needs to 
  go, or rescuing an entire Material Plane nation or world 
  from a natural or artificial disaster. As time progresses, 
  though, the terms of the deal begin to take their toll, and 
  in the end Charon’s coffers flood with souls foolishly 
  bargained away by their owners.
  Charon’s dealings also serve him well in other ways, with 
  even his fellows among the Four often quietly acquiescing 
  to his authority. In the past, Charon has bargained with 
  dozens of dying and desperate divinities, archfiends, and 
  entire worlds, offering them aid in return for payments 
  of souls, knowing all the while that the bargainers were 
  well beyond saving anyway. When they die, he claims them 
  as well, and his domain holds daemonic feasts of untold 
  scale, reveling in the massive bouts of carnage.
  
  11
  11
  On a Pale Horse
  Evidence of the Boatman’s far-reaching influence can be 
  seen all across the planes. One such example is the daemonic 
  construct known as the Dustbringer, which even now lies 
  dormant in the pits of Caina in Hell. Forged by Charon in 
  conjunction with two other, long-dead Horsemen—and 
  rumored to be fueled by the spirit of a third—this horrific 
  engine destroyed an entire mortal civilization, aging them 
  to dust with a flagrant abuse of the laws of time. The act 
  enraged Asmodeus, who seized the construct, but it remains 
  in Hell, lodged and waiting for another chance to ravage the 
  Material Plane and siphon those souls back to the Boatman. 
  Charon brokered the daemons’ deal with Urgathoa 
  and Zyphus, inviting both gods to dwell in Abaddon 
  and providing their worshipers’ souls with safety from 
  astradaemon predation on the Astral Plane. The cults of 
  Charon and Zyphus occasionally come into conflict, but 
  both patrons would rather abandon their worshipers than 
  disrupt the pact.
  As an avatar of death by old age, Charon abhors the magical 
  extension of mortal life. Yet paradoxically, the Horseman 
  actively makes deals to spread the creation of liches, 
  vampires, and other forms of undeath. Charon knows that 
  newly immortal puppets spread more death on their worlds, 
  and that even freedom from aging is not invulnerability—
  when those “immortals” are eventually slain, their souls are 
  bound to Charon. Other methods of life extension—arcane, 
  alchemical, or technological—are zealously hunted down 
  and destroyed or stolen by Charon’s brood, and his palace 
  below the Styx supposedly contains a treasure trove of 
  artifacts linked to the attainment of everlasting life.
  The Styx
  Charon’s domain is the largest of the Four, particularly 
  when one takes into account the fact that the River 
  Styx stretches into or borders the others’ realms, 
  the unclaimed wastes, and the planes beyond. Every 
  branch of  the Styx ultimately flows back to Charon’s 
  citadel at his domain’s heart. The Drowning Court 
  comprises hundreds of mobile islands, ships, and 
  floating castles tethered to one another, swirling in a slow 
  and perpetual circuit around a massive central whirlpool. 
  The court’s precise composition changes as boats and even 
  entire islands detach and drift away on the current, moving 
  downstream on the errands of their master or occupants, 
  or else are repositioned with great speed by mysterious 
  tentacles that writhe up from the depths. The divergent, 
  eclectic styles of the mobile isles suggest that each was torn 
  from its original home on the Material Plane or elsewhere 
  in the Outer Sphere and set adrift on the Styx’s current to 
  serve the Lord of Death. Whatever their original design or 
  intent, they are now repositories for Charon’s stolen souls, 
  which he hoards, consumes, or used for trade. The largest 
  islands serve as the personal fortresses of Charon’s greatest 
  servitors, including a hundred greater thanadaemons, a cabal 
  of olethrodaemons known as the Ravagers of the Open Grave, 
  and the harbingers who pledge their loyalty.
  Churning and turbid at the Drowning Court’s center, the 
  great and nameless whirlpool is the heart of the Styx. The 
  ultimate destination of every soul drowned in its waters and 
  every memory sapped from its victims, it also serves as the 
  entrance to Charon’s personal demesne. Visitors seeking an 
  audience with the Horseman vanish below dark, churning 
  waves, where they find their memories temporarily ripped 
  from them by ephemeral talons. They feel Charon inside 
  their mind rather than see anything physical in the darkness, 
  though most claim to sense a looming, oppressive presence. 
  Such meetings can last seconds or days, though regardless 
  of the amount of time they subjectively experience, guests 
  find that little or no time has passed once the waters return 
  them to shore, bedraggled but otherwise untouched by the 
  normal effects of the Styx. Charon’s personal realm, like the 
  Boatman himself, keeps its secrets.
  
  12
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Szuriel
  Horseman of War
  NE female Horseman
  CULT
  Unholy Symbol pale hand holding a black sword
  Domains Evil, Fire, Strength, War
  Favored Weapon greatsword
  Temple battlefields, military hospitals, razed cities, 
  volcanoes, war memorials
  Deacons purrodaemons
  Worshipers arms dealers, looters, mercenaries, soldiers, 
  urdefhans, warlords
  Minions carrion eaters, constructs, obcisidaemons, 
  spartoi, undead soldiers, war beasts, warsworns
  Among Abaddon’s rulers, the title of Horseman of 
  War has seen more entities wear its crown and bear 
  its blade of station than any other—as is only fitting 
  for such a bold and violent title. Its current wielder, 
  Szuriel the Angel of Desolation, is reported to have 
  held the title longer than any previous Horseman, 
  though it’s unclear whether this is a matter 
  of record or a deliberate distortion. Certainly 
  very few can (or are willing to) say for certain 
  who the previous Horseman of War was, only 
  that Szuriel slew him at the summit of the Cinder 
  Furnace, elevating her to her current status, and 
  her power has since ensured that she has faced no 
  rival from within her ranks.
  At first glance, Szuriel strikes a triumphant, angelic 
  figure. Twenty feet tall, with ivory skin, flowing 
  golden hair, a flawless and powerful body clothed in 
  a coil of unsullied silk, and wings the blue-black of a 
  raven, she appears as a personification of glory from on 
  high—a veritable goddess of war. Up close, however, this 
  impression quickly fades. Mirrored and black as onyx, 
  Szuriel’s eyes bleed constantly, rivulets running down 
  her cheeks and falling to the ground, leaving behind 
  the twin trails of a martyr. When she deigns to smile, 
  she reveals a mouth of jagged, razor-sharp fangs more 
  fitting for a shark or dragon than anything humanoid. 
  Ubiquitous and wielded by every Horseman of War dating 
  back to the first, Szuriel’s greatsword, Lamentation of the 
  Faithless, is said to be the corrupted blade of an ancient 
  celestial—possibly the stolen sword of Melek Taus the 
  Peacock Angel. Regardless, the black-bladed weapon’s 
  exact origins are lost to the dark eddies of history, and 
  the touch of War has long since subsumed the sword’s 
  original identity and nature.
  Szuriel’s own origin follows a similar path. The 
  Horseman of War is thought to have once been a mortal 
  paladin excommunicated for heresy. Anger and a lust for 
  revenge drove her to elevate herself in rank to conquering 
  general, then empress, and she demanded the crucifixion 
  of every member of her former faith, from hierophant to 
  lay believer. When her death came, not on the battlefield 
  but at an assassin’s blade, it merely opened another 
  chapter in her conquests.
  The unique nightmare Grace of the Flame serves 
  as Szuriel’s mount and also as her herald and proxy 
  outside of Abaddon. Engulfed in a halo of dark flames 
  the color of smoldering coals and spilt blood, the 
  Horseman’s mount may occasionally be entreated by 
  her worshipers to serve as their own steed in battle, 
  giving rise to the idea that Szuriel possesses or guides 
  the greatest mortal conquerors at the times of their 
  bloodiest conquests. (Of course, what price is exacted 
  from them in return is rarely mentioned.)
  With both her form and her many variant titles—
  the Angel of Desolation, the Seraph of Devastation—
  Szuriel makes open mockery of Heaven’s archons and 
  Nirvana’s angels, often playing upon their thematic 
  elements in her warped, destructive interactions with 
  mortals, awing both the misguided and those fully 
  cognizant of her nature. Szuriel’s cults often 
  portray her not as a paragon of destruction, 
  conquest, and genocide but as a being promising 
  righteous victory or the purity of a martyr’s death, 
  with the souls of fallen soldiers being elevated to 
  paradise regardless of the horrific crimes they might 
  commit (and which they are, in fact, persuaded to 
  perform). The impure are to be put to the sword, the 
  infidels butchered, the heretics killed, the others swept 
  below a tide of steel, and the Horseman will smile and 
  guide the hand of each and every killer before claiming 
  him as well.
  Throughout the history of her reign, Szuriel has 
  repeatedly tempted mortal kings and emperors into 
  damning bargains, offering them the aid of her armies 
  to expand their kingdoms or to save them when they face 
  impossible odds. In every case, all involved are doomed, 
  as unlike Asmodeus’s devils, Abaddon’s fiends obey their 
  bargains only so long as they care to do so, or so long as 
  they can be forcibly and magically bound to conform to 
  them. Her ancient bargains with two different Osirian 
  god-kings nearly established a daemonic beachhead 
  upon Golarion, and may yet threaten such, as while her 
  forces were ultimately bound and sealed away, one of 
  her generals, the daemon Zelishkar of the Bitter Flame, 
  remains behind, forever scheming to secure his own 
  release and that of his army locked below the sands by 
  first the Song Pharaoh and later the Lich Pharaoh.
  Szuriel’s armies represent the largest and most strictly 
  organized force in Abaddon. Rather than making war 
  upon the forces of the other Horsemen, she pits her 
  
  11
  13
  On a Pale Horse
  soldiers against one another and, as she sees fit, against 
  Abaddon’s outcasts and non-daemonic denizens. They 
  train, develop, and perfect the use of horrific weapons of 
  war, but their time within Szuriel’s domain is short. At 
  any given moment, fully half of the Horseman’s armies 
  are scattered throughout the planes in mercenary service 
  to various Abyssal lords, archdevils, or whatever other 
  force will purchase their services. Most times their 
  price is steep, demanding living mortals or souls, or the 
  right to consume those of their enemies upon the field 
  of battle. The rules are different, however, when they 
  march upon the mortal plane, with their erstwhile allies 
  often falling victim to absurdly cheap and ultimately 
  voided bargains, wholesale genocide instead ruling the 
  day. Unleashed upon the Material Plane, Szuriel’s armies 
  honor their commitments just long enough to make their 
  “allies” complacent, then butcher them indiscriminately.
  The Cinder Furnace
  The most sterile of the great daemonic domains, Szuriel’s 
  realm stretches across a dead, volcanic wasteland of fine 
  pumice and pulverized glass, where ash falls like snowflakes 
  over mountains of bones, trenches of smoldering corpses, 
  soot-buried cities, and petrified forests. Within an extinct 
  volcano stands Szuriel’s throne, the Cinder Furnace, whose 
  forgeworks perpetually churn out more and more fearsome 
  weapons of extermination, the ground shuddering with 
  the passage of her armies and their war machines. Szuriel’s 
  forges long ago exhausted the geothermal energy of her 
  domain, bleeding it dry, but where volcanic heat fails, 
  the fiends tap the power of souls, burning them like 
  so much wailing, sentient coal, leaving behind not even 
  ashes. Any soul will suffice, but especially the souls of 
  those who in life worked with metal or flame, or the 
  essences of those touched by flame, such as ifrits, efreet, 
  azers, and other elemental beings. 
  The Cinder Furnace itself bristles with towers 
  and fortresses. Armies climb and descend from 
  barracks burrowed into its surface, which form 
  untold miles of labyrinthine tunnels and chambers. 
  The Furnace’s interior swirls with a carved series 
  of spiral towers climbing the shaft, housing 
  aeries of flying soldiers, and Szuriel’s 
  palace sits upon the now-cold surface 
  of the caldera floor. A mile below 
  the crater’s rim, in the precise 
  center of the long-exhausted 
  magma chamber, Szuriel’s 
  throne rests atop a layer 
  of bones of untold depth. It’s here that her generals 
  and deacons meet and take their orders. Prime 
  among her servitors are the olethrodaemons 
  Pyre-Death 
  and 
  Furnace-Wail, 
  her 
  primary forgesmiths, themselves considered Szuriel’s 
  handmaidens along with the purrodaemon Ithproxis, the 
  chief field marshal of her forces in Abaddon itself. Below 
  them, her other deacons and a cabal of five obcisidaemons 
  known as the Brothers of the Smothering Cloud reside in 
  uneasy parallel with the court of harbingers that serve 
  the Seraph of Devastation from their own, lesser keeps on 
  the Furnace’s dead satellite volcanoes.
  
  14
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Trelmarixian
  Horseman of Famine
  NE male Horseman
  CULT
  Unholy Symbol black jackal’s skull devouring an eclipsed sun
  Domains Earth, Evil, Madness, Weather
  Favored Weapon spiked gauntlet
  Temple circles at the hearts of blighted fields, empty 
  granaries, forests sterilized by volcanism, poisoned or 
  eutrophic lakes, scarred and polluted regions, wastelands
  Deacons meladaemons
  Worshipers evil druids, gryphs, hungry ghosts, starvation 
  victims, urdefhans
  Minions astradaemons, derghodaemons, fiendish jackals 
  and jackal monsters, ghouls, scavengers, vampires, 
  vermin, wendigos
  The youngest and most ambitious 
  of 
  the 
  Four, 
  Trelmarixian 
  the Black obsesses over the 
  systematic exploration of soul-
  consumption. In his words, 
  “We are born of souls and 
  destined to destroy mortality. 
  But we are destined for even 
  greater things thereafter.”
  Often depicted as a thin, 
  starving man with a jackal’s head, 
  crystalline teeth, and black, oddly fluid 
  or membranous flesh, Trelmarixian in fact has no true 
  form. The Horseman of Famine’s physical body exists 
  as a protoplasmic slurry of bile, blood, and mucus, like a 
  corpse that has decayed and been reduced to a liquefied, 
  pulpy muck. His form never fully solidifies, and flows 
  more than it moves, with an outer membrane keeping 
  some measure of coherency to his appearance. While 
  he maintains the same general figure, he often adopts 
  more than one head (frequently three), and occasionally 
  allows his metamorphic body to appear even more sodden 
  than it already is. When dealing with mortals of a given 
  race, he often takes on characteristics similar to their own, 
  occasionally even forgoing his jackal head. Though rarely 
  bothering with clothes, he sometimes wears a helm and 
  epaulets made from the skulls of beasts killed by famine 
  or overpopulation. 
  While it is thought that Trelmarixian was once a 
  meladaemon himself, explaining the vague similarities 
  in appearance that he shares with them, the truth is more 
  amazing and disturbing. The meladaemons, while always 
  emaciated and bestial, were originally not so canine 
  in appearance. When Trelmarixian rose to power and 
  overthrew his predecessor, the so-called Parasite Queen, he 
  forcibly and permanently altered the form of his deacon 
  caste to resemble lesser versions of himself, and integrated 
  within them some of his jackal-like traits. The Lysogenic 
  Prince is nothing if not ambitious.
  While Trelmarixian is young compared to the other 
  Horsemen, “young” is a relative term, and the Horseman 
  of Famine has held his position for eons. Due to the nature 
  of his mortal death, his soul was ensnared by Lyutheria 
  the Parasite Queen, and rather than devouring that soul, 
  she permanently and horrifically warped it into a form 
  that was to her liking. Her interest was rewarded, and in 
  that capacity he worked for millennia beneath her, acting 
  less as servitor and more as consort and apprentice as 
  time passed, supplementing 
  her research with his own. 
  So 
  long 
  had 
  Lyutheria 
  reigned, however, that she 
  no longer truly believed that 
  she might be deposed, and 
  thus allowed her servant more 
  freedom than any of the other 
  Horsemen 
  would 
  consider. 
  When Trelmarixian eventually 
  overwhelmed 
  and 
  consumed 
  his mistress, becoming the new 
  Horseman of Famine, few were surprised.
  Much like his predecessor, Trelmarixian the Black 
  embodies not only his titular concept of starvation, 
  but also the broader, associated concept of wasting, 
  both physical and metaphysical. Where the Parasite 
  Queen embodied the idea of wasting through violent 
  parasitism, the Lysogenic Prince instead embodies the 
  idea of wasting from cancers and other forms of self-
  consumption, the physical withering by a hijacked 
  immune system that turns the body in on itself in a 
  downward spiral of corporeal decay.
  Trelmarixian’s embracement of the Madness domain is 
  also telling, and linked to both his current status and his 
  past. Like the viral cancers he represents, the Horseman 
  of Famine actually behaves like his chosen concept in 
  a concrete manner. Over the centuries, he has literally 
  inserted portions of himself like a lurking infection into 
  his servitor caste of meladaemons, including several of 
  his more powerful daemonic vassals among the Withered 
  Court. Precisely how much influence or control he can 
  exert is known only to the Horseman himself, but even 
  if this infection only opens a window of awareness, that 
  link must bombard him with sensory information on a 
  truly massive, maddening scale.
  As a result, Trelmarixian’s fragmented mind brims 
  with insanity and a multitude of voices, chief among 
  them the voice of his predecessor, mentor, and lover: 
  the Parasite Queen. He still adores her in his fashion, 
  
  11
  15
  On a Pale Horse
  though consumption and agony were his only method of 
  expressing those mortal feelings, and she in turn speaks 
  to him, advising him as she sees fit or mocking his 
  shortcomings like an aggressive, self-aware conscience. 
  By force of will he can silence the voices, but one thing 
  haunts him more than any of these. Most daemons 
  retain only fractured, fragmented recollections of 
  their mortal life. Trelmarixian, on the other hand, 
  remembers everything, save for the last few minutes 
  of his life. Despite snuffing out every single life on his 
  world with a work of profound sorcery, and in such a way 
  as to condemn himself to starvation, he recalls someone 
  talking to him at the end of his mortal existence, 
  asking him questions and mocking his success as paltry 
  compared to what awaited him after death. Despite 
  killing everyone he had ever known in life, someone was 
  there, and he cannot remember the watcher’s face or its 
  last words before his death.
  As a mortal, Trelmarixian was born a tiefling of mixed 
  and unknown mortal heritage, but his blood carried a 
  distinctly daemonic taint. His memories haunt him, as 
  does the question of whose blood his soul carried—and 
  thus who may still have some unknown claim on him. 
  Was he the progeny of a random daemon, the Parasite 
  Queen, or some other Horseman? What haunts 
  him most is the notion that he himself was 
  born to be the vector for the return of his own 
  progenitor—a virus within another, waiting 
  and incubating, one day to express itself and 
  snuff him out as he did his own predecessor.
  Trelmarixian often eschews a mount except when 
  meeting with his kindred among the Four, but he has 
  one nonetheless: the nightmare Halflight. Befitting its 
  master, the nightmare’s glossy ebon skin stretches tight 
  over its bones, and its form is withered with the signs 
  of prolonged starvation and muscular atrophy, its eyes 
  glowing with the eerie radiance of Abaddon’s eclipsed 
  sky. When Trelmarixian rides, the line blurs between 
  rider and mount, as a portion of Trelmarixian’s essence 
  perfuses the nightmare. Halflight’s master does not ride 
  his steed so much as inhabits it, the nightmare vomiting 
  the Horseman out from its mouth, nose, and eyes once 
  they arrive at their destination.
  The Withered Court
  Trelmarixian’s domain, the Withered Court, is a realm of 
  biological and metaphysical horrors. Towers erupt from 
  the ground, wrought of flesh and bone, conjured from the 
  spun stuff of spirits and souls used like living, screaming 
  bricks. The Horseman and his servitors obsess over 
  mortality and the substance of the soul, and often practice 
  systematic examinations before feeding, occasionally 
  experimenting upon other outsiders. Trelmarixian has 
  a cultivated taste for the essence of angels tortured 
  to the brink of despair. Souls are brought to castles of 
  woven bone and muscle—not extermination camps, but 
  industrial-scale laboratories that meld ravenous hunger 
  with science devoid of mercy. The meladaemons devour 
  as much as they craft, warping souls into nightmarish 
  wonders, with their master continuing the nihilistic 
  work of his mortal life from his great citadel, the Weeping 
  Tower. Miles high, grown rather than built, the walls 
  pulse and flow with inner currents of mucus, lymph, 
  blood, and cerebrospinal fluid, with light provided by 
  phosphor glands and crackling neurons woven from the 
  dead. Here soul consumption is a religious practice and a 
  secular devotion melded together with brutal efficiency.
  
  Eclipse
  The blistered wastes of Abaddon 
  echo with the imprint of something 
  terrible, something lost to history, but 
  which still shadows the Four and 
  everything they do: the spectre 
  of a Fifth, their master, 
  father, and creator. 
  The First Daemon, the 
  Lord of the Forsaken, the 
  Oinodaemon—these names 
  are mostly lost to history 
  now, devoured like the untold 
  number of souls that met his 
  teeth in final death in ages before 
  reckoning. Only one name remains 
  after the Great Betrayal, when his 
  favored children brutalized and 
  enslaved him: the Bound Prince.
  With that mention comes the origin of one of 
  the oldest daemonic strains: the astradaemon. In 
  those earliest days, the Four Horsemen served as the 
  Oinodaemon’s chosen, working alongside their servitor races 
  to feed his—and their own—unending hunger for mortal 
  souls and all-consuming hatred of mortal life. The Four 
  occasionally sent their deacon daemons beyond Abaddon’s 
  blasted confines and into the rest of the Great Beyond, 
  but these fiends went with some hesitancy, fearful of 
  uniting the residents of the other planes against them. Yet 
  the River of Souls was a vast and untapped supply of souls for the 
  daemons, and the First Daemon greatly desired the sustenance of 
  such an abundant stream. Weary of those servitor races belonging to 
  his favored children, the Horsemen, the Oinodaemon sought a solution. 
  And so the First Daemon harvested dozens of mortal souls, rendering them into 
  a concoction that was fused with lesser daemons to create the astradaemons, fearless 
  hunters nearly mechanical in their submission to the Lord of the Forsaken’s whims. 
  The creation terrified the Four, representing the first real threat to their positions of favor. 
  Their master had created them to assist in the destruction of the cosmos and the procurement of 
  mortal souls, and they had done so. To create a new servitor race was a sign of distrust, and worse—
  an insult. And it was in this fertile soil of jealousy that the Oinodaemon inadvertently planted the 
  seeds of mutiny.
  What other events may have spurred the Four to maim and shackle their creator remain a 
  mystery, for the Horsemen destroyed all record of his existence when they trapped him in a hidden 
  tower—the crumbling citadel they solemnly call the Ruined Spire. The astradaemons as well were 
  slaughtered en masse, or else subverted by the Horsemen and turned to new masters, for whom they 
  continue to work to this day. Many other daemonic races were created, destroyed, or twisted in the 
  
  First Daemon’s last frantic thrashings. Whole portions of Abaddon and the surrounding Maelstrom 
  were eternally poisoned and scarred, beyond even the Four’s ability to warp and repair. Yet today, 
  few other beings even remember that such a creature once lived.
  However, “once lived” is the wrong term. For this entity yet lives.
  Prior to the Great Betrayal, no eclipsed sun loomed over Abaddon’s twilight skies. The fiends that 
  inhabit Abaddon think the thing merely a haunted star, a lone disc that stains the metallic-
  black sky. The Four, however, know precisely what the eclipse is, for it is the lidded eye of their 
  betrayed master. When they bound the Oinodaemon to his spire, his screams of madness shattered 
  the darkness of Abaddon’s sky, and placed within its depths the eclipse. It remains as evidence that 
  somehow the First Daemon’s essence merged with Abaddon itself, and that the Four could not simply 
  seal him away and wholly usurp his power for themselves; though they rendered him impotent, he 
  remains omnipresent and conscious.
  It is in the ruined spire that is the First’s only cathedral that one can see the eclipse for what 
  it truly is: a great, looming eye. The spire lies open to the sky, with the eclipse directly overhead, 
  peering down. From within that unholy place, the eye is open, focused, and enraged, bleeding into 
  the surrounding coronal shadow. Crimson light pours from the eye into the spire, cascading over the 
  limp figure of the enslaved Oinodaemon, whose indeterminate form casts a shadow over the Four 
  when they pay visits to him. The walls stand festooned with the mutilated bodies and statues of 
  those most powerful beings whose souls had been consumed by the Bound Prince himself, when he still 
  reigned, as well as countless limp corpses hung by his favored children, sacrificed to him in an act 
  of mocking supplication.
  Here the Horsemen lashed their creator to the stone where he remains, powerless and in constant 
  agony. When they had had their fill of debasing and torturing the First Daemon, the Four began 
  to devour him. When they partook of his flesh, the maddened being became lucid for the first 
  time since they had enchained him, and they heard him speak. Though none know the words he 
  uttered to them, they were haunting enough to inspire the Horsemen to forever bar the doorway to 
  the Ruined Spire, opening it only for pilgrimages in which the Four alone enter and perform their 
  unholy rituals of cannibalism and worship.
  The First Daemon’s size and shape 
  frequently change, dependent on the Four’s 
  hunger and what macabre acts they have 
  performed on him. Sometimes he is massive, 
  double or triple the size of his children; other 
  times he is the size of a mortal, wrapped 
  in withered flesh. Still other times he does 
  not take on a distinct physical presence, 
  but rather appears as uncongealed darkness, 
  a thing of only shadow, eyes, and teeth. 
  Regardless of form, the piercing red-violet eyes 
  and ivory teeth always remain.
  What unspeakable horrors the Four perform 
  upon the shackled First Daemon, and what powers 
  these rites grant to them none can know—but 
  it is certain that one may never feel truly alone 
  while wandering the wastes of Abaddon, for the 
  eclipse hanging overhead looms always, judging 
  with the gaze of a wrathful divinity.
  From the Book of the Damned
  We love him, even now, in the only way we 
  understand. We hungered for her power and 
  approval. We hate him and we fear him. We 
  worship her and we feast upon her corpse. We 
  betrayed him, butchered him, and bound him, 
  and continue to do so. We cannot kill her, for 
  she is in us. Even in his impotence, he terrifies, 
  and like children we seek his approval and 
  agony. We kiss her lips, then drink from the 
  jugular. He is the corpse. She is the altar.
  —The Book of the Damned,
  “Paean of the First”
  
  18
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  The antithesis of mortality, a virus gnawing at Creation’s heart, daemons are the 
  cosmos grown sick of itself—tired, old, and horrified by its own genius and failure. It 
  suffers, it rejects itself, and it seeks to end the pain. They embody the causes of death: 
  a child starves and a meladaemon smiles, a woman dies of exposure and is caught up 
  in the arms of a lacridaemon, a tsunami drowns thousands and becomes a silent glint 
  in an olethrodaemon’s eyes. They are the architects of mortality’s destruction, and use 
  any tools available—even mortals themselves. 
  The daemons care nothing for faith, and the suffering they cause is without meaning. 
  They desire only death, and the cold silence of the soul’s obliteration.
  —From the Book of the Damned, “Creation’s Suicidal Urge.”
  Chapter Two
  DAEMONKIND
  
  12
  19
  Daemonkind
  W
  hile many claim to see absolute evil in 
  the eons-spanning agendas of Hell or the 
  unpredictable and unstoppable devastation 
  of the Abyss, the features of immorality, depravity, and 
  cruelty most truly shape the face of Abaddon. The scions 
  of this shattered realm know no ambitions but their own, 
  no loyalty but that wrested from them by fear or pain, and 
  no limitations in pursuing their most wicked desires. Some 
  underestimate daemons, viewing them as evil without 
  form, with vague plots that fall short of diabolical schemes 
  and constrain them from the boundless degeneracy 
  of demonkind. In truth, daemons might be viewed as 
  embodying evil at its purest, free from the mandates and 
  strictures of devils, possessed of greater vision and focus 
  than demons. They are embodiments of evil without 
  concern for law or chaos, malice given thought and form.
  All daemons endure trials upon the plane of Abaddon, 
  facing mind-shattering torments and paradoxes that, 
  over eons, imbue each with the fundamental traumas and 
  timeless hatreds that epitomize daemonkind. 
  From the Mortal to the Eternal: A daemon’s existence 
  begins in shock, pain, fear, and desperation. Virtually every 
  daemon begins by crawling Abaddon’s unforgiving soil as 
  one of the hunted. The rare exceptions to this wretched 
  beginning are often those mortals who, prior to death, 
  worshiped one of the Horsemen and sealed a pact that 
  condemned them to one of these unfathomably evil beings’ 
  clutches—and even then, at least half of these depraved 
  spirits are betrayed by their patrons and consumed 
  outright. Only seldomly does a mortal of exceptional evil 
  and foul potential gain a daemon’s interest. Such perverse 
  spirits can hardly view such attention as a boon, though. 
  Existence as one of the hunted is terrifying and generally 
  swift, ending in a moment of horrific violence as the soul 
  is consumed by the denizens of Abaddon. Those elevated 
  to serve as newly shaped daemons face prolonged trials of 
  pain, maddening stints of gaslighting, and unimaginable 
  cruelties. Over a span of ages, just as surely as the souls 
  of the hunted are destroyed and digested, so are the souls 
  of promising mortals warped and fractured into beings 
  unrecognizable from the villains they once were. 
  Either as one of the transcended hunted or a chosen 
  spirit, once a soul becomes a daemon it typically turns 
  to prey on other hunted, mercilessly reveling in its 
  increased status, even though most are elevated only to 
  the forms of cacodaemons. Gradually, as time progresses 
  in spans measured in centuries, new daemons integrate 
  into the larger societies of Abaddon. These less powerful 
  fiends wander Abaddon, left to their own devices until 
  gathered together and organized by their more powerful 
  kindred, obeying out of fear or respect. To the masses of 
  lesser daemonkind, structure and organization come 
  with difficulty, but their superior brethren find that 
  their loyalty can be purchased quite easily. The mantra 
  endlessly whispered in the ears of lesser daemons is 
  simple: “Servitude brings safety and souls. Follow, obey, 
  and feast.” In this way most lesser daemons fall under the 
  sway of more powerful members of their kind. 
  Obedience without Loyalty: Although all daemons show 
  a strange, racial loyalty to the Horsemen and their deacon 
  servitors, daemonic authority bears no relation to the rigid 
  hierarchy of Hell or the survival of the foulest and most 
  experienced in the Abyss. Daemonic authority tends to be 
  one of territory, with a given region, location, or city ruled 
  by a powerful individual, the ruler’s authority conferred 
  by one of the Horsemen, a harbinger, or the daemon’s 
  own might and ability to subjugate all rivals. Within that 
  territory, such despots essentially rule by divine right, 
  but their rule exists only so long as their actions please 
  the power that invested them. Of course, should such a 
  daemonic dictator be killed by its servitors, clearly it was 
  not fit to rule. Such lesser tyrants remain free to appoint 
  whatever hierarchy they see fit to serve them, and so 
  daemonic citadels and cities may possess vastly different 
  societies. For example, the council of crucidaemons that 
  controls the sub-realm of Ovencal contrasts sharply with 
  the harem-autocracy of Gasping Ecstasy, dominated by 
  the erodaemon Weeping Libation and the 35 ever-shifting 
  members of her harem.
  The Existential Paradox: Given most daemons’ origin 
  among the souls of the hunted, coupled with their quasi-
  religious hatred of mortal life, an inherent paradox 
  underlies all daemonic thought: that all things mortal must 
  be obliterated, despite the fact that they themselves were 
  once mortal. The reasons for this hatred of existence are 
  as varied as the daemons themselves, stemming from lives 
  of grief and pain, terrible and unjust ends, heartbreak and 
  wounded pride, and more. Regardless of how their hatred 
  comes to be, most daemons lock away any considerations of 
  their former nature or musings on the roots of their anger, 
  and ages of depravity and delusion scour their beings of 
  anything recognizable as the creatures they were in life. 
  Yet just as a gnarled willow grows from a tiny black seed, so 
  does each daemon know its current being finds it roots in 
  that which it most loathes. This core of self-loathing guides 
  most daemons in their greatest profanities, allowing them 
  to lash out at the living, spirits, other outsiders, members 
  of their own kind, and occasionally even themselves with 
  a viciousness that translates into an absolute hatred of all 
  things that live, once lived, or ever might live. Such makes 
  them the ultimate nihilists, guiding them toward a vision 
  of a silent multiverse, an endless realm devoid of life and 
  which, in the end, even they will be absent from. Yet as 
  much as it loathes all things, every daemon loathes itself a 
  modicum less, and so each strives to be the last witness to a 
  dead eternity.
  
  Vulnudaemon
  20
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  About Daemons
  None can claim to know all the depraved shapes and forms 
  of daemonkind, as both the Horsemen and Abaddon itself 
  show endless blasphemous imagination in shaping new 
  fiends or uncovering forgotten daemons. Most daemons 
  find their forms influenced by the manner in which their 
  mortal lives ended rather than cosmic happenstance. 
  Thus, daemons whose mortal lives ended by an event 
  as common as drowning—and thus take the forms of 
  hydrodaemons—prove more pervasive than astradaemons 
  (which stem from beings slain by negative energy). Yet 
  Abaddon is fickle, and mortals are always finding new 
  ways to kill themselves, and so unknown numbers of less 
  common breeds undoubtedly exist.
  The following presents the best-known daemonic races in 
  order of prowess and ability, along with sources where more 
  information may be found, the manner of death that typically 
  inspires their creation, and what sacrifices they favor. Using 
  the noted sacrifices grants a spellcaster a +2, +4, or +6 bonus 
  on Charisma checks made to secure a daemon’s aid when 
  casting any of the planar binding spells—the magnitude of the 
  bonus is left up to the GM to decide.
  Cacodaemon
  The least of daemonkind, cacodaemons 
  spawn from Abaddon’s hunted. Like 
  flying, multi-eyed lantern fish, 
  they gather in swarms to harass 
  other daemons in the hopes of being 
  fed souls, and track and hunt the 
  same souls they themselves spawned 
  from. 
  Cacodaemons 
  take 
  pleasure 
  in tormenting and taunting their 
  victims, with those bitten and infected 
  by their uniquely contagious bite able 
  to hear them telepathically over any 
  distance. Despite their limited strength 
  and intellect, their ability to consume 
  the souls of the recently dead and 
  regurgitate them as soul gems leads them 
  to cluster like pets and toadies around 
  more powerful daemons. Such fawning is 
  typically welcomed, as soul gems are held as 
  delicacies by other fiends, and are capable 
  of restoring their forms and, it is said, 
  granting even more mysterious powers 
  when collected en masse. Evil mortal 
  spellcasters often court cacodaemons 
  as familiars, unaware that upon their 
  death, these daemons ensnare their 
  masters’ souls, dragging them back to 
  Abaddon.
  Source: Bestiary 2 64.
  Personification of Death: Petty souls bound to Abaddon.
  Preferred Sacrifice: At least a pound of flesh from a 
  freshly killed sentient creature.
  Lacridaemon
  With the voices of suffering children but horrific, ravaged 
  faces, lacridaemons form from the souls of mortals who die 
  of neglect or exposure. These blasphemous terrors carry 
  the burden of grief and loneliness with them throughout 
  their fiendish existence, allaying their misery only by eating 
  the souls of lesser creatures—often clutching such spirits 
  like lovers, parents, or beloved children for hours before 
  devouring them. When not actively on the hunt, they wander 
  in isolation, unconsciously mimicking their own mortal 
  deaths. Most spellcasters who summon lacridaemons find 
  them most useful when kept at a distance from other living 
  minions, as the disturbing daemons tend to affect even the 
  most emotionless and fearless souls.
  Source: Page 48.
  Personification of Death: Neglect or exposure.
  Preferred Sacrifice: A living creature bound and left to 
  die, with no witness save for the lacridaemon itself.
  Vulnudaemon
  Preferring to disguise themselves as mortals or 
  other creatures, vulnudaemons rarely assume 
  their true forms unless they are forced to do so 
  or are in the presence of a greater daemon. 
  When they do, they appear as partially 
  coalescent clouds of bloody mist in 
  the form of a ghostly, cloaked figure, 
  perpetually dripping and reabsorbing 
  a crimson trail. In Abaddon, they often 
  pose as the hunted, hiding among 
  them and killing them one by one, 
  escalating the violence each time. On 
  the Material Plane, vulnudaemons also 
  dwell among their prey, insinuating 
  themselves into settlements as traders 
  or other mundane member of society. 
  From there, the deaths spread. Such 
  killing sprees are exceptional difficult 
  to combat, as vulnudaemons frequently 
  switch personae, adopting the lives and 
  covers of their victims, confounding 
  investigations 
  before 
  vanishing 
  without a trace, leaving only fear and 
  rumors in their wake.
  Source: Bestiary 3 63.
  Personification of Death: Murder.
  Preferred Sacrifice: A bound and 
  helpless intelligent creature for the 
  vulnudaemon to kill and impersonate.
  
  12
  21
  Daemonkind
  Venedaemon
  Venedaemons represent the concept of death by magic. 
  While among the weakest of daemons, they possess a 
  frightening aptitude for spellcraft, and given enough time, 
  luck, or sponsorship by more powerful fiends, may rise to 
  much higher levels of arcane mastery and personal power. 
  As such, many influential daemons employ venedaemons 
  as servitors and scholars. Ever eager to expand their 
  knowledge of magic, venedaemons also enter into pacts with 
  mortal spellcasters, offering knowledge in exchange for 
  knowledge. Other times they mask their nature and explore 
  the arcane secrets of worlds upon the Material Plane, 
  infiltrating academies or exploring magical ruins, always 
  in search of greater spells and power.
  Source: Page 60.
  Personification of Death: Magic.
  Preferred Sacrifice: A magic-user’s familiar, or some 
  manner of arcane knowledge unknown to the daemon.
  Ceustodaemon
  Ceustodaemons serve as summoning stock for the Four 
  Horsemen, being eager and capable shock troops—a 
  trait some scholars link to the daemons’ origins as 
  suicides, despairing and evil souls who willingly handed 
  themselves over to death. Lesser ceustodaemons manifest 
  as horned frogs with chilling breath, common versions 
  appear as horned apes with burning breath, and greater 
  varieties look like humanoid bears with eagle talons, rams 
  horns, and electrically charged breath. Often summoned 
  and bound into service, these fiends continually dream of 
  breaking free and sowing trails of slaughter. Occasionally, 
  overly confident conjurers give them the opportunity to 
  do just that, but mostly they serve as required, their very 
  presence on the Material Plane granting their true masters 
  in Abaddon eyes and ears within the mortal realm, and a 
  link to spellcasters easily swayed to greater, darker, and 
  more costly bargains.
  Source: Bestiary 2 65.
  Personification of Death: Suicide.
  Preferred Sacrifice: The body of a sentient creature 
  tricked or manipulated into committing suicide.
  Suspiridaemon
  Living personifications of mortal death by suffocation 
  and strangulation, suspiridaemons bear evidence of 
  asphyxiation with purplish-black discolorations, bleeding 
  eyes, and marks of strangulation upon their necks. 
  Fangs, claws, and barbed tongues break all comparison to 
  humanoid corpses, however, as does their speech, which 
  consists of hisses, grating gasps, and labored whispers that 
  are painful to listen to. Largely single-minded, these fiends 
  delight in personally strangling their victims with their 
  hands or tongues, eschewing the use of magic for anything 
  but wearing down their enemies or preparing them for the 
  final act. Conjurers find these fiends most useful when 
  they can convince them to forgo these proclivities and make 
  use of their other deadly abilities. Suspiridaemons deeply 
  resent such deprivation, but face the same imposition of 
  discipline from their own daemonic masters.
  Source: Page 56.
  Personification of Death: Suffocation.
  Preferred Sacrifice: A rare animal or sentient creature 
  trapped in a sealed space and allowed to suffocate.
  Hydrodaemon
  Giant humanoid-amphibians with oversized claws and 
  dead, glassy eyes, hydrodaemons represent death by 
  drowning. Aquatic in nature, they dwell in Abaddon’s 
  poisonous swamps and acidic oceans, and even in the 
  foul waters of the River Styx. Hydrodaemons number 
  among the few creatures capable of surviving prolonged 
  exposure to the Styx, and they exploit this to lair and set 
  ambushes where few other creatures dare. In their native 
  environment they alternately compete with or serve under 
  piscodaemons, but greatly revere Charon’s thanadaemons, 
  eagerly obeying their requests. Outside of Abaddon, 
  hydrodaemons frequently serve mortal spellcasters to 
  keep watch over aquatic domains, using the same tactics 
  as on their native plane. Powerful creatures in their own 
  right, they prefer to target enemies with their sleep-
  inducing spittle, then drown those who succumb to the 
  poisoned slumber.
  Source: Bestiary 2 67.
  Personification of Death: Drowning.
  Preferred Sacrifice: Treasure totaling at least 300 gp, or 
  no fewer than two living victims purposefully bound and 
  hurled into a body of water.
  Leukodaemon
  The deacons of Apollyon, leukodaemons serve their master 
  by spreading plague and disease. The least potent of the 
  four deacon races, these amalgams of corpses and carrion 
  birds make up for their comparative weakness with massive 
  numbers darkening the skies above their master’s Throne 
  of Flies. More so than any other deacon race, Apollyon’s 
  leukodaemons cooperate together and with summoners 
  to spread their chosen misery, eschewing personal glory 
  for end results. Gathered together, they act like legions of 
  archers, raining down storms of disease-tainted arrows. 
  Despite their deadly accuracy, leukodaemons prefer that 
  some victims survive their onslaughts, escaping to spread 
  their diseases to others. 
  Source: Bestiary 2 68.
  Personification of Death: Disease.
  Preferred Sacrifice: Scabs or the bottled blood or 
  sputum from a plague victim, or a bound plague survivor.
  
  22
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Sangudaemon
  Like blood-sucking insects, sangudaemons roam Abaddon’s 
  skies searching for mortal travelers. Those they capture are 
  dragged back to isolated nests, where the daemons cocoon 
  and slowly feed, milking the doomed until they finally 
  expire. On the Material Plane, sangudaemons gleefully 
  feast, sating their hunger in nightly debauches. Yet knowing 
  the rarity of their access to the mortal realm and wise 
  enough not to risk shortening their stay, they prefer to feed 
  in such ways as to frame some other predator—frequently 
  vampires—for their killings. Where possible, these fiends 
  actively encourage the spread of vampirism among mortals, 
  resulting in further deaths by exsanguination.
  Source: Page 54.
  Personification of Death: Blood loss.
  Preferred Sacrifice: Three exsanguinated bodies, or a 
  sentient creature fed to a vampire in the daemon’s presence.
  Piscodaemon
  Among the cruelest daemons, piscodaemons exhibit 
  crustacean, cephalopod, and humanoid features and revel in 
  protracted misery caused by their own hands and the hands 
  of their immediate underlings. Piscodaemons’ poisonous 
  tentacles easily ravage lesser victims, but they prefer to target 
  more powerful enemies first, both as a tactical choice and for 
  the emotional impact when foes see the greatest among them 
  fall. Dwelling primarily in Abaddon’s flooded, swampy, and 
  fully aquatic regions, they often compete with hydrodaemons 
  and frequently lead squads of their lesser cousins. On the 
  Material Plane, their proclivity for violence attracts them to 
  aquatic reaches around settled lands, such as swamps near 
  towns or city sewers. From there, they tempt mortals into 
  their lairs, delighting in massacre after brutal massacre.
  Source: Bestiary 2 72.
  Personification of Death: Poison.
  Preferred Sacrifice: An armed and armored foe for the 
  daemon to personally tear apart, or to be summoned in 
  proximity to a crucial source of fresh water that it can taint.
  Erodaemon
  The seducers of Abaddon, erodaemons possess appealing 
  forms, but don’t seek to tempt with sins of the flesh. Instead, 
  they drive mortals to destruction by way of heartbreak and 
  despair. Erodaemons live for the chance to revel in the misery 
  of a broken heart, the despair of lost love, and the resulting 
  spiritual bleakness. When a mortal dies of a broken heart, 
  whether naturally or by their own self-destructive hand, 
  an erodaemon waits to feast as soon as the soul slips the 
  mortal coil. The Material Plane is an erodaemon’s natural 
  playground, and if summoned or bound into service, its 
  first personal goal is to seduce its conjurer into granting it 
  freedom, even if it means deceiving its master with years of 
  loyal service. The magic-user’s suspicion gradually erodes 
  until he forgets his minion’s true nature and grants his 
  supposed slave what it desires. A free erodaemon’s first 
  act in the mortal realm is nearly always betraying and 
  destroying the one who summoned it.
  Source: Page 64.
  Personification of Death: Heartbreak.
  Preferred Sacrifice: A wedding band of a mortal 
  abandoned at the altar (preferably by the one making the 
  sacrifice), or an adulterer’s heart.
  Meladaemon
  Deacon servitors of the Horseman of Famine, meladaemons 
  appear as starving, humanoid jackals with vaguely amoebic 
  bodies. Like lesser versions of their master in behavior as 
  well as appearance, meladaemons prefer to work alone rather 
  than collectively, seeking personal glory. Embodying famine 
  and wasting, meladaemons radiate want by their presence 
  and spread starvation with a touch. These fiends delight 
  in the spread of famine by any means possible, sticking 
  around to observe the effects. They endlessly experiment 
  with new ways to accomplish this goal, obsessed with the 
  process almost as much as the result. Most revile being 
  bound to a conjurer’s service, except for when a spellcaster’s 
  desires dovetail with their own goals. Meladaemons delight 
  in the ritualized consumption of souls, exploring the tastes 
  and preparation of such delicacies like a combination of 
  researchers, religious zealots, and desperate addicts.
  Source: Bestiary 2 69.
  Personification of Death: Starvation.
  Preferred Sacrifice: A good-aligned cleric or outsider 
  capable of casting create food and water, and prepared the 
  main course of a feast.
  Derghodaemon
  Multi-limbed insectile horrors, derghodaemons spawn 
  from souls slain by violent insanity, whether it be a mortal 
  butchered by a psychotic criminal, a schizophrenic gutting 
  himself to remove the invisible insects in his veins, 
  or similar grisly scenarios. Moving with an irregular, 
  skittering motion, perpetually chattering and jerking 
  their limbs, these daemons disturb those who view them 
  at a visceral level. Derghodaemons most often serve in the 
  vanguards of daemon armies, herded forward by their more 
  intelligent kindred. Their array of limbs and eyes allows 
  them to wallow in the fray, lashing out at all they encounter, 
  while their ability to induce confusion sows discord among 
  foes. Notoriously difficult to control, derghodaemons left 
  to roam the wilds of Abaddon seek portals leading onto the 
  Material Plane and other sites where conflicts often arise. 
  Even on other planes they seek carnage, hunting for victims 
  of opportunity, tearing apart and devouring anything 
  smaller than themselves, including those who conjure them 
  but lack the prowess to control them.
  
  12
  Crucidaemon
  23
  Daemonkind
  Source: Bestiary 2 66.
  Personification of Death: Death by violent insanity.
  Preferred Sacrifice: An immediate sacrifice of living 
  victims totaling at least 8 HD, and the promise of the same 
  after or during the completion of the daemon’s tasks.
  Thanadaemon
  The boatmen of the Styx serve Charon, the Horseman of 
  Death, as manifestations of the inevitability of death by old 
  age. Black-robed, skeletal figures with eyes like burning 
  coals, thanadaemons ply the Styx on Abaddon and beyond 
  with a familiarity few can match. Thanadaemons prove 
  supremely patient, and unlike the majority of their kindred, 
  are willing to deal with other beings, even mortals, should 
  such clients pay their desired price. These daemons’ ability 
  to teleport and even plane shift themselves, their skiffs, and 
  passengers to any of the evil-aligned planes, the Ethereal 
  Plane, and the Astral Plane makes for an enticing service. 
  Should their price be met, they transport their fares, but 
  should circumstances change or they feel they have the upper 
  hand, they often demand more or abandon their fares upon a 
  grim shore. Though dangerous combatants, thanadaemons 
  are typically summoned to transport their conjurer.
  Source: Bestiary 2 74.
  Personification of Death: Old age.
  Preferred Sacrifice: Objects worth at least 2,000 gp 
  stolen from a crypt, or a lich’s phylactery.
  Temerdaemon
  Temerdaemons arise from souls felled 
  by accidental dooms, and as daemons 
  they seek to engineer such calamities. 
  Each individual temerdaemon has its own 
  preferred variety of accident, often a subtle 
  echo of its own mortal death. Yet few go out 
  of their way to set traps, as their crucidaemon 
  kin prefer. Rather, temerdaemons delight in 
  weakening the supports of bridges, battering 
  fragile dams, spilling oil near street lamps, and 
  generally doing all they can to make everyday 
  objects time bombs of destruction. They take especial 
  delight in not just the death caused by such vicious “acts 
  of god,” but also the insecurity, paranoia, and mental 
  distress such disasters spread among survivors. Conjurers 
  find temerdaemons possess incredible utility as assassins, 
  since investigators often dismiss deaths caused by these 
  daemons as nothing more than unfortunate accidents.
  Source: Page 58.
  Personification of Death: Accidents.
  Preferred Sacrifice: A pound of dust, shavings, or 
  fragments taken from a support beam, linchpin, 
  keystone, or other object integral to a large structure’s 
  safe use.
  Crucidaemon
  Crucidaemons kill their victims via traps and torture 
  devices. On Abaddon, they often find service as interrogators 
  and authorities in daemonic cities, their cunning minds 
  predisposing them to elaborate, sadistic plots. Conjurers 
  often bind crucidaemons to serve as guardians and design 
  defenses, which typically take the form of warrens filled 
  with complex, nightmarish traps. Crucidaemons take 
  excessive pride in their creations, viewing themselves as 
  maestros of murderous engineering, and considering 
  every new trap a composition and every victim an audience. 
  Those who manage to escape the daemons’ traps frustrate 
  crucidaemons to no end, becoming the fiends’ most prized 
  quarries. Once released from service or given the freedom to 
  pursue, these daemons obsessively hunt down any escapees, 
  engineering new, more elaborate, and more excruciating 
  traps to take revenge upon those who slighted their work.
  Source: Bestiary 3 62.
  Personification of Death: Torture and traps.
  Preferred Sacrifice: A unique trap or torture device, or 
  the blueprints for one.
  
  24
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Astradaemon
  Astradaemons harvest spirits from the River of Souls. Like 
  schools of predatory sharks, they drag the innocent and 
  damned back to Abaddon as sacrifices to the Horsemen. 
  The touch of an astradaemon drains life energy, but it’s 
  their willingness to boldly steal souls out from under 
  Pharasma’s nose that makes them among the most feared 
  of daemonkind. While most hunt on the Astral Plane, 
  many serve greater beings in Abaddon as assassins and 
  executioners. Those summoned to the Material Plane 
  are often employed in similar tasks, though it’s said 
  astradaemons never forget the face of one who conjures 
  them, and make a point of seeking out their former captors 
  when they make the inevitable journey to the Outer Planes.
  Source: Bestiary 2 63.
  Personification of Death: Energy drain or level drain.
  Preferred Sacrifice: An incorporeal soul or souls totaling 
  at least 10 HD that have yet to receive Pharasma’s judgment.
  Phasmadaemon
  Phasmadaemons have a taste for terror, seeking to kill their 
  victims outright via fear or by provoking them into a state 
  of panic that jeopardizes their lives. The means by which 
  they enact this fright are manifold, as the fiends possess 
  incredible ability to create horrific illusions, including 
  those capable of killing a victim outright. When bound 
  into service, phasmadaemons make skilled but imprecise 
  assassins. However, they have an unnerving predilection 
  for using their illusions and other methods of sowing fear 
  even when not on assignments, making them unnerving 
  and even dangerous servants to retain for long.
  Source: Page 52.
  Personification of Death: Fright.
  Preferred Sacrifice: A willing, truthful admission of the 
  summoner’s greatest fears.
  Purrodaemon
  Armored and bristling with weapons, purrodaemons 
  serve as Szuriel’s deacons. As daemonic personifications 
  of death through war, purrodaemons serve their mistress 
  with martial obedience, but one tainted by outbursts of 
  bloodlust. All are equally accustomed and suited to serving 
  as foot soldiers to more powerful lords and generals 
  commanding masses of lesser daemons, providing order 
  and tactics to daemons untrained in either. Even when 
  leading, though, purrodaemons often hurl themselves into 
  the fray with staggering savagery, eager to slaughter and 
  spread fear and confusion among their enemies’ ranks. 
  Many purrodaemons welcome the opportunity to do battle 
  and lead troops upon the Material Plane, finding most 
  inhabitants both easy and satisfying to slaughter, while 
  still being challenged in unique ways by the occasional 
  cunning mortal opponent. 
  Source: Bestiary 2 73.
  Personification of Death: Battle or warfare.
  Preferred Sacrifice: Five or more sentient mortals 
  ordered to slay themselves or each other by a superior, 
  with their souls collected in the aftermath.
  Obcisidaemon 
  The hollow, lupine eye sockets of obcisidaemons hold 
  within them the efficiency of a legion tasked to slaughter a 
  conquered people and the merciless clinical derision of the 
  death camp surgeon. Typically silent and robotic, reflecting 
  the desensitization of those who commit such evils, 
  obcisidaemons are wreathed by wailing souls that swirl 
  around them, shackled to butchers who delight in being 
  so haunted. Although well suited to serving as generals 
  in daemonic armies, most obcisidaemons would rather 
  indulge themselves in their own perverse projects, locking 
  themselves in lairs that are part laboratory, part torture 
  chamber as they devise new, more efficient, and more 
  shocking methods of extermination. When summoned, 
  obcisidaemons promise much to obtain release upon the 
  Material Plane. If loosed to do as it will, an obcisidaemon 
  seeks to undermine peace and kindle petty hatreds, 
  provoking wars and dehumanizing violence, creating not 
  just situations where it might practice its craft, but those 
  where its blasphemies might go completely unnoticed.
  Source: Page 50.
  Personification of Death: Genocide.
  Preferred Sacrifice: The creation of a mass grave 
  including 25 or more innocent victims slaughtered one by 
  one, with the daemon’s name intoned with each death.
  Olethrodaemon
  It’s said the Horsemen created olethrodaemons from 
  the blood of a mysterious fifth member, inspiring their 
  living engines of destructions with souls already familiar 
  with devastation. Individual olethrodaemons know little 
  besides hunger, proving far less intelligent than many 
  other daemons, but still more than capable of deceiving 
  those who think them mere beasts of destruction. Of their 
  kind, olethrodaemons are among the easiest to bargain 
  with. They eagerly respond to conjuration spells potent 
  enough to call them, so long as the spell’s caster seeks 
  grotesque carnage in the extreme. Forces of nature, they 
  move as they will once unleashed, sowing destruction and 
  death on a scale few can imagine or control. But unlike a 
  natural disaster, they draw out the souls of their victims, 
  devouring and merging with them like a magnet drawing 
  bits of iron, leaving silence and sterility in their wake.
  Source: Bestiary 2 70.
  Personification of Death: Apocalypse and natural disasters.
  Preferred Sacrifice: The destruction of a small 
  community by a purposefully engineered natural disaster.
  
  12
  25
  Daemonkind
  Daemonic Harbingers
  Abaddon’s unique daemons occupy a social status above that 
  of the greater deacons and the petty rulers they appoint, but 
  below that of the Four Horsemen. Collectively known as 
  harbingers, these elite take on a host of titles, commonly 
  elaborate epithets customized to their methods and vanity. 
  Each harbinger operates with distinct independence from 
  whatever patron among the Four it pays allegiance to, though 
  each remains openly subservient to said patron. Each enjoys 
  sweeping influence among daemons as favored advisors 
  and servitors of its Horseman, and acts as it will so long as 
  it generally advances its patron’s universal agenda. 
  The harbingers cultivate their own cults on Abaddon 
  and beyond. Viewed as saints and intercessors to the Four 
  Horsemen’s divinity, they grant divine magic and boons as 
  they see fit. Each is eager to increase his own power, with the 
  end goal of overthrowing one of the Four. This makes the 
  harbingers some of the greatest weapons of the Horsemen, 
  but also the most persistent threats to their rule.
  The following harbingers rank among the most 
  powerful, though hundreds more exist.
  Llamolaek the Ascended
  A golden astradaemon with a single, burning eye in the 
  center of its head, Llamolaek was a former Horseman 
  demoted to mindless astradaemon status by his enemy 
  and fellow Horseman Roshmolem the Steel-Weaver. Upon 
  Roshmolem’s death, a portion of Llamolaek’s soul awoke 
  and slowly incubated within its astradaemon shell, hiding 
  its nature before it was capable of striking out on its own and 
  seizing territory within the wastelands of Abaddon. Waging 
  a quiet war against the divs that exist at the blasted borders 
  of Abaddon, he seeks to raise an army of warrior-slaves from 
  among the former genies before announcing his return 
  to power and swearing himself to any one of the Four. 
  Patron: None.
  Realm: Halls of the Twice-Dead.
  Unholy Symbol: A burning eye limned by golden tentacles.
  Areas 
  of 
  Concern: 
  rebirth, 
  rites 
  of 
  passage, 
  transformation.
  Domains: Air, Evil, Liberation, Strength.
  Favored Weapon: Whip.
  Pavnuri the Lord of Nothing
  Said to have begun his existence as a cacodaemon, Pavnuri 
  serves Apollyon, but has served each of the Four at one 
  time or another, selling his allegiance. Notable for his 
  ascent from the lowest daemon caste by cannibalizing 
  other daemons, he takes the form of a massive cacodaemon 
  wearing a crown of soul gems, one for each non-deacon 
  caste. Pavnuri retains great numbers of cacodaemon 
  servitors and is often called the Father of Cacodaemons, 
  though his more often used title, Lord of Nothing, mocks 
  his base origins. The bloated harbinger considers himself 
  the foremost information dealer and messenger on 
  Abaddon, and claims to be able to obtain reports from any 
  world or plane within a single hour, which he then sells 
  for souls. Although boastful, Pavnuri proves correct often 
  enough that even daemons and Horsemen he’s betrayed 
  acknowledge his continued value.
  Patron: Apollyon (though prone to change).
  Realm: The Burning Aerie.
  Unholy Symbol: A maw atop a burning pyramid.
  Areas of Concern: Cacodaemons, cannibalism, secret 
  messages.
  Domains: Death, Evil, Knowledge, Travel.
  Favored Weapon: Morningstar.
  Vorasha the Ophidian 
  One of Trelmarixian’s favored servitors and lovers, Vorasha 
  appears as a meladaemon with draconic scales and claws 
  and a medusa’s mane of crimson and emerald serpents. She 
  harbors aspirations of becoming one of the Horsemen, or 
  adding herself to their number and breaking the traditional 
  symmetry. What she doesn’t know is that she harbors a spark 
  of her master’s essence. Inhabiting her as a latent infection, 
  he remains aware of her every move, and may have a subtle 
  level of control at all times, influencing her rise in power. 
  Patron: Trelmarixian.
  Realm: The Writhing Palace.
  Unholy Symbol: A jackal’s head limned by an ouroboros.
  Areas of Concern: incurable afflictions, poison, toxicity.
  Domains: Evil, Magic, Scalykind, Water.
  Favored Weapon: Spiked chain.
  Zelishkar of the Bitter Flame
  Among the greatest of Szuriel’s servitors, Zelishkar appears 
  as a tiger-shaped figure of living crimson flame dressed 
  in black glassy armor. This harbinger was summoned by 
  Osirion’s Pharaoh of Forgotten Plagues, defeated in battle, 
  and bound along with a legion of his servitors. The harbinger 
  was briefly released centuries later by the Incorruptible 
  Pharaoh in a deal brokered by Szuriel, tempting the lich 
  with visions of glory in an ill-advised war against the Shory. 
  After destroying one floating Shory citadel, Zekishkar and 
  his horde turned on their mortal masters and laid waste 
  to several cities before being imprisoned once more in the 
  Labyrinth of Shiman-Sekh. The harbinger and his minions 
  lurk beneath the sands still, waiting for release.
  Patron: Szuriel.
  Realm: None (bound on the Material Plane within the 
  Labyrinth of Shiman-Sekh).
  Unholy Symbol: Crossed pikes over a pyre.
  Areas of Concern: Arson, burning alive, cremation.
  Domains: Animal, Evil, Fire, War.
  Favored Weapon: Ranseur.
  
  Daemonic Influence
  No creature in all the cosmos garners as much hatred 
  as the daemon, as it hungers to destroy the very souls 
  that sustain and populate the other outsider races and 
  enrich the gods themselves. If they remained confined 
  to their own wasteland, Abaddon’s children would be a 
  danger only to those whose evil natures carried them 
  there, but daemons regularly cross their own borders 
  in pursuit of their sickening ends. Created to hunt 
  and destroy life, their unrestrained predation has 
  garnered the enmity of other outsiders, who guard 
  their borders and even band together across ideological 
  divides to protect the River of Souls. Yet beyond these 
  traditional hunting patterns and the summonings 
  of foolish mortal casters, there remain many other 
  ways in which daemons affect the other planes. 
  Mass Graves
  While daemons are often said to be hunters and devourers of mortal souls, this is an oversimplification. It’s true 
  that daemons relish the sensations of consuming soul-essences, yet this pleasure is merely a reflection of a larger 
  goal: the desire to snuff out all existence. As such, daemons also conduct their dark work indirectly, designing 
  new plagues, orchestrating droughts, fostering wars, and pursuing any other avenues that result in widespread 
  death and panic, especially on the mortal plane. Even if they aren’t personally there to witness their handiwork, 
  daemons take pleasure in a job well done, knowing that somewhere, whole swaths of mortals are dying.
  This tendency to orchestrate mass disasters has another side to it as well, one which the daemons are less 
  eager to talk about. For though much of their race’s origin is lost to time and deliberate obfuscation by 
  the Four, it’s well established that the first daemons were themselves a result of reality’s trauma following 
  the first great mortal calamities and holocausts, disasters that sent ripples through the fabric of the planes 
  and twisted the cosmos into birthing new beings of hatred and nihilism. Just as those first tides of souls 
  facilitated the creation of new demons, modern disasters have a similar effect, with souls shorn from life in 
  this manner far more likely than normal to produce new daemons, swelling Abaddon’s ranks. 
  There are even those scholars who whisper that the greatest architects of daemonic atrocities do so in the hopes 
  that, just as the semimythical First Daemon formed from a wave of broken souls, so might their actions birth a 
  new being of his caliber—one that they might be able to control, or devour and assume his power. Though none 
  would ever admit to believing such fairy tales, such a coup might be all an ambitious deacon might need to 
  ascend to the ranks of the Four—or that one of the Four might use to assume lordship over his peers.
  Soul Trafficking
  In addition to employing more violent methods, daemons also acquire souls through the relatively 
  peaceful—though no less abhorrent—commerce of the soul trade. With no need for the treasures they 
  accumulate in their hunts, and seeing nothing wrong with using others to carry out their sacred duty, 
  daemons pay top coin to hags, mortal spellcasters, and those other reprehensible entities willing to traffic 
  in the trapped souls of innocents. In return, the sellers gain access to extreme wealth, or the promise of 
  services and favors from some of the most feared outsiders in existence. 
  Of course, many of these metaphysical slavers find it difficult to collect their fees from such powerful 
  clients, and may end up trapped or devoured themselves. Yet enough daemons make good on their word to 
  make it worth the risk for the powerful, the desperate, or the terminally foolish.
  From the Book of the Damned
  While they are torturing their victims with 
  cruel devices meant to rend the soul, the 
  daemons feast upon the still-gasping spirits of 
  the forsaken. The fiends dine on souls not for 
  sustenance—for such a thing has no meaning in 
  the blasted wastes of Abaddon—but for pleasure. 
  The pleasure of extinguishing a conscious mind, 
  and consuming that which animates the cosmos 
  and gives it meaning. In this way, they consume 
  existence itself.
  —The Book of the Damned, “On Daemons”
  
  Ferrymen
  The River Styx reaches across the planes like the viscous blood of a weeping, infected wound. It surges through the 
  layers of Hell in various forms, pools around Pharasma’s Spire, and cascades into the deepest reaches of the Abyss. It is 
  from this fact that the daemons draw their most mundane interactions with other races—the sale of transportation.
  Charon himself is often referred to as the Boatman, and it’s true that his thanadaemon servitors follow his 
  model and frequently carry passengers through the planes on their skiffs, at surprisingly low prices. What the 
  daemons—who have no need for gold or gems—get out of the deal is anyone’s guess, and those who ask too many 
  questions are among those who find themselves renegotiating the terms of their passage in the middle of the 
  river, or falling overboard and awakening with no memory of their transgression—or their names.
  Demons
  Though their sins are great in number, the daemons’ constant predation upon souls pales in comparison to 
  their greatest impact upon the planes: the creation of demons. Legends differ as to which of the Horseman 
  created the first demon, as well as whether this creation was intentional or by accident, but the results 
  are undeniable. After careful experimentation, the 
  Horseman selected a particularly sin-laden 
  larva and force-fed it to one of the oldest 
  qlippoth. The larva then erupted from 
  the dying qlippoth, taking the form 
  of the first demon. The Horseman 
  was thrilled—but he wasn’t alone. 
  For the Abyss itself was watching, 
  and In an instant, this same 
  transformation reoccurred all across 
  the Outer Rifts, fomenting a wave 
  of demons that immediately claimed 
  the plane as their own, surging 
  in ever greater numbers until the 
  neighboring planes were forced to defend 
  their homes, pressing the newcomers 
  back into their chasms. 
  The Abyss was rocked by the birth 
  of demonkind, the qlippoth were 
  ravaged, and in time Abaddon’s 
  daemons reaped their own bitter 
  harvest. The creation of demons was 
  an experiment slipped far beyond 
  the Four’s control, and their losses 
  were vast at the hands of their 
  misbegotten children. The Four 
  suppress the knowledge of their 
  failure as best they can, with a 
  mixture of pride and rage, yet their 
  experiments continue. The demons were 
  not the first horrors to crawl their way out 
  of Abaddon’s strange laboratories. Nor will 
  they be the last.
  
  28
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Abaddon’s children despise mortals, yet mortals worship them all the same. The daemons 
  build no temples, appoint no priests, and issue no dogma, yet still mortals gather together and 
  venerate the Four. Madmen, those lost to despair, the suicidal, and those hoping to utilize the 
  fiends against their enemies while somehow retaining life for themselves and their own—
  these are their followers. The daemons attract a twisted and short-sighted congregation of 
  egotists and death-seekers, those who honestly desire death or are so arrogant as to think 
  themselves beyond the grasp of such planar wolves. Scions of oblivion, the daemons stand at 
  the brink and offer the finality of true death. But unlike the gods, no deserving afterlife awaits 
  their worshipers—only teeth.
  —From the Book of the Damned, “The Church of Nothing”
  Chapter Three
  DAEMONIUM
  
  13
  29
  Daemonium
  O
  n some level, mortal worship of devils and 
  demons can be rationalized. Both races can 
  be appeased or reasoned with in such a way as 
  to benefit their mortal followers. While the majority of 
  civilizations view devil and demon worship with horrified 
  tolerance at best, the motives involved are understandable. 
  No sane society allows worship of the Four. There 
  can be no reasoning with daemons, no deals that end in 
  anything but ultimate ruination. Their nihilistic worship 
  breeds suicidal murderers, and offers nothing lasting in 
  return. Yet mortals continue to delude themselves into 
  believing that they will somehow get the better of the deal, 
  or else are so fundamentally tainted that they truly desire 
  destruction. They worship daemons, sacrifice to them, 
  trade with them, and usher forward the end of all things. 
  And while fundamentally broken, many such conspirators 
  remain terrifyingly effective.
  Worshiping Daemons
  Below are details on some of the classes most likely to be 
  found among daemon cultists.
  Clerics: The most active daemon worshipers are clerics 
  who venerate one of the Four Horsemen, or one of the 
  harbingers (who are sometimes worshiped themselves, 
  and other times venerated like saints within the worship 
  of a specific member of the Four). Most such clerics view 
  themselves as mortal vessels of the apocalypse. They may 
  loathe and hate their own status as mortals, wearing their 
  mortality like a burden that must be accepted and overcome 
  not by their own death, but by bringing their masters’ 
  influence into the world (and hopefully sparing their own 
  souls the oblivion prophesied to others). Other clerics make 
  the mistake of seeking out the daemons to increase their 
  personal power, not realizing that daemons—unlike, for 
  instance, the law-abiding devils of Hell—don’t always wait 
  until a worshiper dies before harvesting the promised soul. 
  However they come to the cause, clerics rarely last long in 
  a given area, seeding daemon cults and then either moving 
  on to spread their worship or dying with their followers in 
  suicide missions of tremendous destruction.
  Druids: Daemon worship is anathema to most druids, 
  who cannot fathom the worship of beings dedicated to 
  the utter destruction of mortal life, and by extension the 
  natural world. Yet some evil druids turn to the Four, usually 
  following civilization’s destruction of something they 
  guarded. The loss of that natural place or creatures in their 
  care drives them to a sort of nihilistic insanity, wherein they 
  frame the Four as entities of their revenge. Unfortunately, 
  the sort of focused oblivion they seek is elusive, and 
  the blight they invoke is never temporary. Nature never 
  recovers, and wasteland is left in their wake, something the 
  druid may only realize as his soul hurtles toward Abaddon.
  Inquisitors: Daemon-worshiping inquisitors often 
  arise in the halls of other faiths, corrupting them from 
  the inside and using their positions and influence to 
  help their cancer spread. Others see themselves less 
  as worshipers and more as mercenaries, treating their 
  patronage as a business relationship in which they hunt 
  down souls, selling them or trading them to daemons. 
  Often, the inquisitors who worship daemons come to the 
  faith through their work, fetishizing the hunt until they 
  no longer care who or what they’re hunting, and seek only 
  the joy of the kill.
  Oracles: Rather than venerating specific Horsemen, 
  oracles often worship the Four as a whole, with a few 
  claiming to answer to Abaddon itself as a godhead 
  transcending the Horseman. Daemon-touched oracles 
  are relatively small in number, and many kill themselves 
  shortly after coming into their powers. Those who survive, 
  however, become horrific heralds for the cause of the Four, 
  sought out by daemon cults as witnesses of daemonic ideas 
  independent of any earthly hierarchy among the faithful. 
  Daemon-touched oracles frequently comprise oracles of 
  Battle, Bones, Flame, Stone, Waves, and Wind, but never 
  Life or Nature—such connections to living beings are 
  despised by daemonkind.
  Rangers: Rangers who worship one of the Horsemen 
  often do so for the same reasons as druids, and almost 
  uniformly choose favored enemies from among the various 
  civilized races. They also tend to skew toward Szuriel and 
  Apollyon for those with favored terrains encompassing 
  more urban environments, Trelmarixian for more rural 
  or natural environs, and Charon for the waterways.
  Non-Divine Classes: Non-divine spellcasters often 
  see daemons as means to an end rather than true objects 
  of veneration. As when dealing with other evil outsiders, 
  they usually think it possible to gain from a deal without 
  themselves suffering, though history shows the futility of 
  this course of action. Selling enemies’ souls in exchange 
  for power, venerating Charon in exchange for the secrets of 
  lichdom, or summoning agents of the Four for direct and 
  specific aid in exchange for allowing the fiends to run free 
  upon the Material Plane afterward are all common tactics. 
  Summoners might form eidolons from the spirit-stuff of 
  Abaddon, witches might find patrons among the harbingers 
  and other daemonic nobility, and sorcerers might be drawn 
  to daemonic influence by the subtle call of their own blood.
  More martial classes such as fighters and barbarians 
  sometimes view daemons as a way to send their fallen foes to 
  oblivion, denying them whatever afterlife might otherwise 
  come from Pharasma’s judgment. Worshiping the antithesis 
  of life provides ever-greater power to deal death to one’s 
  enemies, something less ethical warriors might embrace out 
  of twisted pragmatism—or, should a warrior find himself 
  on the losing side of a war, out of desperation.
  
  30
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  The Soul Trade
  There are many different ways to capture souls. The most 
  commonly used methods are spells like soul bind and 
  trap the soul, with the former imprisoning the soul of a 
  newly dead creature and the latter trapping the soul of 
  someone still alive. Other creatures, such as the undead 
  called devourers, have their own innate methods of 
  trapping souls, and likewise night hags are capable of 
  using a version of soul bind through their heartstones to 
  capture the souls of those they torment, binding them 
  in dark gems and selling them in planar markets. Still 
  other creatures create magic items called soul jars, which 
  mimic the effects of these spells.
  All of these methods, however, pale in the face of 
  daemons’ industrialized harvesting of souls. Abaddon’s 
  fiends use virtually all known methods of collecting and 
  storing souls, many of which are unique to themselves. 
  Cacodaemons, the least caste of daemons, prove vital to 
  this harvest, and represent the most common means of 
  turning souls into trade goods. These ravenous fiends 
  possess the unique ability to devour the souls of freshly 
  killed creatures; transform their souls into small, jewel-
  like objects called soul gems; and spit them back up for 
  collection. These gems each contain the basic essence of 
  a soul, and daemons use them for various raw and refined 
  purposes depending on the fiend in question, the quality 
  and power of the soul, and the daemon’s knowledge of 
  soul-warping magic. Of course, many cacodaemons would 
  prefer to consume the souls in their entirety, rather than 
  passing the spirits on, but more powerful daemons rarely 
  give them the option, bullying the cacodaemons into giving 
  up their treasures, employing (or enslaving) a particular 
  individual as a partner in the trade, or maintaining whole 
  hunting packs as pets.
  Most methods of using souls extinguish them 
  completely, consigning them to oblivion. In these cases, 
  only the direct intervention of a deity can return them to 
  life—and sometimes not even then, such as when the soul 
  is specifically devoured by one of the Horsemen. Other 
  methods bleed a fraction of a soul’s energies away, and 
  while this method is far less powerful, some daemons 
  capture other creatures for the sole purpose of entrapping 
  them and milking their souls over a prolonged period 
  of time, causing horrific agony for spans of months, 
  years, or centuries before finally giving in to their own 
  hunger and consuming what tattered fragments of 
  soul remain.
  Unconscionable as most of the universe considers 
  these practices, trapped souls exist as a commodity replete 
  with their own rampant underground economy, both 
  within the evil-aligned planes and elsewhere. Most of 
  these souls ultimately end up in Abaddon, though buyers 
  and markets can also be found in Hell, the Abyss, Axis, 
  and even the worlds of the Material Plane, as evil 
  spellcasters and item crafters can make great use 
  of powerful souls in their dark rites. The economy is 
  complex, with prices determined not only by the strength 
  and power inherent in a given soul, but also according to 
  each soul’s manner of death, alignment in life, and other 
  criteria. These additional factors rarely influence their 
  use in magical experiments unless a soul was particularly 
  noteworthy, but as the daemons are happy to explain, the 
  nature of a soul has everything to do with its unique flavor.
  While the value of souls is as relative as any other 
  commodity, and pricing can fluctuate wildly based on an 
  endless parade of factors, presented here are some basic 
  
  13
  31
  Daemonium
  categories. With each of these, it’s important to note that 
  these are guidelines only, and individual spirits may 
  fall lower (such as a dragon slain young, or a king whose 
  general lack of ambition kept him from great deeds) or 
  higher (a commoner of exceptional piety, or one who never 
  had the chance to fully explore her exceptional abilities) 
  than one might expect. These prices are based upon the 
  supply and demand commonly faced by traders upon the 
  planes where such commodities prove far less outlandish 
  than on the Material Plane, where prices might increase 
  by 10 times or more (though such has no effect on their 
  value when put to use; see below). As with anything else, 
  the exact value of a soul is ultimately up to GM discretion. 
  It’s also worth noting that, while trading spirits may prove 
  lucrative, the practice is undeniably evil and an affront to 
  the natural order, and thus carries great consequences in 
  the afterlife.
  Mindless Spirits (10 gp): While it’s possible to capture 
  the vital essences of vermin, basic oozes, and other such 
  unthinking creatures, these paltry spirits are worth 
  very little.
  Animal Spirits (25 gp): This category contains 
  creatures of animal-level intelligence, whose spirits—
  while presumably worth something to some deities, as 
  reflected by the value of animal sacrifice—are rarely 
  traded in the soul markets. In fact, though the existence 
  of animal spirits is undeniably real, there’s rampant 
  debate in many societies over whether such things truly 
  count as “souls.”
  Basic Soul (100 gp): This is the soul of a standard 
  intelligent creature—a commoner, a low-level adventurer, 
  a sentient monster of low CR, or any of the other hordes 
  of weak or mundane folk who live out their lives with 
  a normal amount of pomp and excitement. This is the 
  lowest category of souls which interests daemons, who 
  see animals and other nonsentient creatures as hardly 
  worth the time to destroy.
  Noteworthy Soul (500 gp): The souls of mid-level 
  characters, rulers, famous or influential people, and other 
  powerful, accomplished, and otherwise important people 
  draw greater attention than basic souls, and drive bidding 
  higher accordingly.
  Grand Soul (1000–5000 gp): High-level characters, 
  great heroes, dragons, powerful aberrations, and other 
  such spirits of fabulous power and forceful personalities 
  offer equally significant rewards to those who manage to 
  contain their essences.
  Unique Soul (priceless): For the truly unique souls—
  those of legendary figures, epic heroes, and other 
  massive presences—there can be no going price. The 
  unique sparks that live within these creatures are 
  valuable beyond compare, and the frantic bidding (and 
  backstabbing) that arises when one of these trapped 
  spirits comes up for sale is the sort of thing fiends 
  and undead wait thousands of years for, paying nigh-
  unimaginable prices for the right to consume or display 
  such an artifact.
  Using Souls
  In addition to consuming them for the sheer joy of 
  destruction, daemons use souls to empower themselves, 
  conduct strange experiments, construct their hideous 
  domains, and more—and mortal spellcasters have 
  followed their lead. Of these varied uses, the most 
  common is the creation or recharging of magic items, 
  using the life force contained in soul gems and other 
  such vessels—or drawn out of the victim directly at 
  the moment of casting—to empower the magic being 
  worked. In these cases, souls should be assigned values 
  based on the categories presented here and then treated 
  as material components, reducing the gold expenditure 
  necessary to cast the spell according to the souls’ value. 
  (Thus a spell that requires 400 gp to cast might instead 
  cost 300 gp and a basic-level soul.) Souls used in this 
  manner are consumed and destroyed utterly.
  Souls are especially useful in the creation of intelligent 
  items. In these cases, usually only one soul crystallizes as 
  the intelligence embedded into the item, though other 
  souls may be cannibalized in the item’s creation. Item 
  alignment, item ability scores, and languages spoken 
  by the item mirror those of the soul used to provide the 
  item’s intelligence. Scholars have long debated whether 
  the intelligence in such an item is the soul used, or 
  if the soul is destroyed and the intelligence is only 
  patterned on it—the implication being that recovered 
  intelligent objects (especially of daemonic origin) might 
  be destroyed in order to liberate the souls used in their 
  construction. As instances of both have been reported 
  over the centuries, the question remains open, though 
  few adventurers are willing to destroy their prized 
  weapons based on conjecture.
  Beyond the means described above, daemons have 
  myriad additional means of trapping, keeping, and 
  subsequently using souls for constructing permanent 
  objects and effects, such as a liquid form of soul-stuff 
  mixing multiple souls, a crystalline dust formed from 
  soul gems, and even ink created from souls and used 
  to write down the names of the doomed, imprisoning 
  them in elaborate poems penned on the daemons’ own 
  f lesh. Something intrinsic in daemonic nature allows 
  for this f lexibility, as some of the same methods they 
  routinely use fail spectacularly when attempted by 
  non-daemons, including such creatures as night hags, 
  devourers, liches, and followers of some fiendish lords, 
  who themselves possess a vested interest in exploiting 
  some or all of these methods.
  
  32
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Daemon Cults
  Daemon cults preach the inevitability of death, the 
  necessity of destruction, and the nihilistic desire to be an 
  agent of the end times even as that same agency ensures 
  its members’ destruction. Certainly there is no sympathy 
  from the daemons for their worshipers, nor could there 
  ever be—to a daemon, existence itself is a crime, and no 
  petty worship by mewling mortals can change the fact 
  of their offense. Yet still some mortals worship the same 
  beings who would scour them from the face of creation. 
  They gather together, invoke the names of the Horsemen, 
  and make their requests. Yet these requests are not usually 
  for mercy—as anyone who has spent any time researching 
  daemons knows they have none—but rather a request 
  for true death at their hands, and the power and ability 
  to serve the fiends’ desires till their wish is granted. 
  Most daemon cults involve elaborate, highly ritualized 
  sacrifice of captured victims, and on specific unholy days, 
  members of their own flock.
  Though some daemon cults venerate daemonkind as a 
  whole, and perhaps owe allegiance to particular daemonic 
  harbingers or even powerful rank-and-file daemons 
  with dreams of grandeur, more focus on a particular 
  Horseman and his or her field of interest. Szuriel’s 
  followers seek to spark war and conflict, Apollyon’s flock 
  carries and spreads disease, and Trelmarixian’s faithful 
  spread blight and famine upon the land—all exceedingly 
  destructive acts that frequently result in the cult itself 
  burning out and falling victim to its own invoked 
  horror. By comparison, cults of Charon are widespread, 
  but unlike his kindred he keeps his congregations on a 
  smaller, less obtrusive scale, and mandates that they be 
  the least openly destructive. Mortals may conquer famine, 
  cure plague, and live in peace with enough effort, but 
  the specter of death from old age lingers over all men. 
  These cultists’ actions are subtle—infants die, mortality 
  rates increase, populations begin to wither as folk expire 
  younger from seemingly natural causes—and few think 
  to ask if there might be some darker magic at work.
  Most daemon cults work through one of several models. 
  The first of these models, which enjoys active support, 
  occurs when the cult has been initiated by agents of a 
  daemonic patron, either a disguised fiend or a mortal cleric 
  with orders to start and propagate worship.
  A typical example of this first type of cult is any 
  of those started by a figure known as Father Locust. 
  Father Locust (NE male human cleric of Trelmarixian 
  9), the so-called Apostle of the Lysogenic Prince, is one 
  of Trelmarixian’s most fervent and iconic followers on 
  Golarion, and operates much the same way as a cloud of 
  feasting locusts. The locusts travel, devour all in their 
  path, and then move on, and so Father Locust travels 
  across Golarion, starting cults and then leaving them 
  as soon as they’re up and running, moving on to begin 
  anew with famine and blight trailing in his wake. A 
  frail, almost starving man, he changes form every time 
  he moves, with his starving appearance one of only two 
  stable marks. His other constant feature, eyes that swim 
  with moving droplets of black corruption, are a symbol 
  of favor from his master—a literal drop of Trelmarixian’s 
  substance diluted and inserted into his mortal puppet. 
  An earthbound proxy of the Horseman of Famine, his 
  aging ceased a hundred years ago, and he intends to serve 
  his master in perpetuity, hoping to transcend his status 
  to become a meladaemon or be granted the pleasure of 
  being devoured by the Horseman of Famine personally 
  should he die.
  A second type of cult forms on its own, without any 
  original input from the object of its veneration. These 
  cults may be the most fanatical, since their leaders must 
  find their blasphemous knowledge on their own and of 
  their own volition. They may also be the most misguided, 
  as their dogma is written by the cultists themselves, and 
  may focus more on the rewards of service than the harsh 
  realities. Since the Four intentionally spread knowledge 
  on how to summon—though not necessarily bind—their 
  children and agents, and use this knowledge to tempt 
  the foolish, arrogant, and delusional, such knowledge 
  can almost always be found by the truly diligent, even 
  when suppressed by other faiths and secular authorities.
  At other times, the Four are appealed to by those with 
  little interest in actually worshiping them. Rather, some 
  wish simply to placate them and ward off death and other 
  maladies. Though these appeals may sometimes seem to 
  work for a time, depending on the particular daemon’s 
  desire to draw things out and demand depraved deeds 
  from its supplicants, the eventual end is always horrific. 
  Often occurring in desperate times, such worship is like 
  praying to a cancer, or appealing to a forest fire in hopes 
  that it will pass you over. The Horsemen have no mercy. 
  The world is a zero-sum game that ends in holocaust.
  Unlike conventional religions, or even cults of devils 
  or demons, the cults of the Horsemen are not ends unto 
  themselves. Rather, since the Horsemen place no real 
  value on mortal worship, their cults serve primarily as 
  proxies for action on the Material Plane, which can feed 
  the daemons’ hunger for souls either through their 
  actions or with their own essences. The daemons sneer 
  at the irony of prayers from the very beings they seek to 
  exterminate, and grant boons grudgingly and for their 
  own reasons, caring nothing for the idiotic—if useful—
  fools who kill in their names.
  Given the way in which they operate, and the responses 
  they typically garner, daemon cults rarely carry out 
  their work in the open. When they lack the protection 
  
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  33
  Daemonium
  of powerful agents such as actual daemons, daemon 
  cults often operate with some level of protection from 
  secular and religious authorities by incubating within 
  the accepted religions of a society. Perhaps it begins 
  with a charismatic religious leader slowly introducing 
  a smooth-sounding heresy, or a council of corrupted 
  priests introducing subtle changes into the liturgy 
  and lectionary of their faithful, but the end result is 
  the same: a subset of the faithful working knowingly 
  (or unknowingly) for the Four, perhaps by name, or 
  perhaps interpreting the Horsemen as agents of the 
  gods they previously worshiped. Those faiths most 
  often associated with war, disease, famine, and death—
  the associated purviews of the Four—are the most 
  susceptible to such corruption. Yet even the most 
  stridently benevolent faiths find themselves subject 
  to such actions, like a daemonic wasp laying her eggs 
  inside of a caterpillar, letting them gestate within its 
  living body, and then watching her young eat their way 
  out to repeat the cycle. (A process which, it should be 
  noted, may have been invented by a former Horseman 
  of Famine.) By hijacking the faithful of other gods, 
  they damage and undercut worship of truly divine 
  beings, while simultaneously siphoning more souls 
  to Abaddon. Yet no matter how much they may enjoy 
  subverting souls and getting mortals to willingly trade 
  an afterlife—any afterlife—for the total destruction of 
  daemonic consumption, daemons officially refuse to 
  claim the faithful of Urgathoa or Zyphus in this manner. 
  In fact, daemon cults occasionally have peaceful contact 
  and cooperation with the faithful of those two deities, 
  though the clergy of both are wary of the fiends’ cultists.
  Though most true worshipers of the daemons 
  acknowledge their nature, that doesn’t mean that their 
  cultists are averse to outright deception from time to 
  time. In these cases, priests who worship the daemons 
  may hide their true objectives and cultivate the notion 
  that they themselves are not evil. Perhaps they promise 
  their followers absolution and release from the pains, 
  imperfections, and worries of this flawed, prisonlike 
  existence. In this model, the disguised daemons are not 
  fiends—they are angels offering the ultimate peace, 
  asking only that the righteous offer their friends 
  and children the same opportunity. Ritual suicide 
  among a circle of believers waiting for their own 
  chance at this promised redemption is frequent 
  in such cults. That their corpses bear smiles 
  on their faces is all the more horrifying. 
  Other daemon cults appeal to warrior 
  societies, urging the soldiers to ever-greater 
  feats of nationalism and barbarism in their 
  systematic slaughter of all opponents. Sadly, 
  this latter scenario is by far the easiest way in which 
  newcomers are brought to the fold, and many battle-
  hardened killers don’t even bat an eye when the priests 
  finally reveal the true nature of their patrons, having 
  long since quit living for anything but blood and plunder.
  Regardless of how a given cult goes about recruiting 
  its members, whether honestly or under a thin veneer 
  of social acceptability, the end result is always the same. 
  Perhaps the most depressing sight on the planes is the 
  incredulous look on the face of each evil soul that arrives 
  in Pharasma’s Court and is sent screaming through 
  Abaddon’s gate within the Devouring Court, a victim of 
  its own folly.
  
  34
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Souldrinker
  Pledging their souls to the Horsemen, souldrinkers learn 
  the worst of daemonic magic while gaining the ability to 
  bind and devour souls. With every soul they consume, 
  these casters tithe a fraction to their patrons in Abaddon. 
  They are the proxies of death, serving the architects of 
  the apocalypse until eventually their own souls are drawn 
  into their masters’ waiting maws.
  Hit Dice: d6.
  Requirements
  To qualify to become a souldrinker, a character must 
  fulfill all of the following criteria.
  Alignment: Neutral evil.
  Skills: Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
  Language: Infernal or Abyssal.
  Special: Must worship one of the Four Horsemen.
  Class Skills
  The souldrinker’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge 
  (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).
  Skills Points at Each Level: 2 + Int modifier.
  Class Features
  The following are features of the souldrinker prestige class.
  Weapon and Armor Proficiency: Souldrinkers gain 
  proficiency with the favored weapon of their daemonic 
  patron, but with no other weapon or armor.
  Spells per Day: At the indicated levels, a souldrinker 
  gains new spells per day as if she had also gained a level in a 
  spellcasting class she belonged to before adding the prestige 
  class. She does not, however, gain other benefits a character 
  of that class would have gained, except for additional spells 
  per day, spells known (if she is a spontaneous spellcaster), 
  and an increased effective level of spellcasting. If a character 
  had more than one spellcasting class before becoming an 
  souldrinker, she must decide to which class she adds the new 
  level for the purposes of determining spells per day.
  Cacodaemon Familiar (Ex): At 1st level, the souldrinker 
  gains a cacodaemon familiar, as if she had the Improved 
  Familiar feat. If the souldrinker already has a familiar, 
  the cacodaemon devours it (which does not penalize the 
  souldrinker). The souldrinker counts as an evil outsider for 
  the purpose of utilizing cacodaemon soul gems.
  Daemonic Patron (Ex): At 1st level, a souldrinker must 
  choose one of the Four Horsemen to serve as her patron 
  (Apollyon, Charon, Szuriel, or Trelmarixian). Once made, 
  this choice cannot be changed.
  Damned (Ex): Starting at 1st level, when a souldrinker 
  dies, her patron instantly claims her soul. In time, the soul 
  is consumed for its power or transformed into a daemon 
  appropriate to the patron’s needs and interests. Any character 
  attempting to resurrect a slain souldrinker must succeed at 
  a caster level check equal to 10 + the souldrinker’s level or 
  the spell fails. That character cannot attempt to resurrect 
  the souldrinker again until the following day, though other 
  characters can attempt to do so if they please.
  Energy Drain (Su): At 2nd level, a souldrinker gains the 
  energy drain ability. By making a touch attack as a standard 
  action, she bestows one negative level on the target (two levels 
  on a critical hit). The souldrinker gains 5 temporary hit 
  points for each negative level she bestows on an opponent. 
  These temporary hit points last for a maximum of 1 hour. 
  The DC to remove this negative level is 10 + the souldrinker’s 
  class level + her spellcaster ability modifier. At 6th level, this 
  touch attack bestows two negative levels (four on a critical hit).
  Soul Pool (Su): At 2nd level, a souldrinker gains a pool 
  of soul points, stolen life energy she can use to accomplish 
  unnatural feats. The number of soul points in the pool 
  
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  35
  Daemonium
  begins at 0 and only increases when the souldrinker uses 
  her energy drain ability on a suitable target. A souldrinker 
  gains 1 soul point for each negative level bestowed by her 
  energy drain, but only if the target’s soul qualifies as at least 
  an “animal spirit” with Hit Dice equal to or greater than 
  the souldrinker’s class level, a “basic soul,” or something 
  more powerful/notable (see The Soul Trade on page 30). The 
  maximum number of soul points a souldrinker can have in 
  her pool is equal to 1/2 her class level plus her spellcasting 
  ability modifier; any points above this are wasted. Note that 
  soul points are fragments of souls and do not prevent a slain 
  creature from being raised.
  A souldrinker can use soul points for the following:
  Item Creation: A souldrinker can use soul points as part of 
  crafting magic items, as described in Using Souls on page 
  31. Each counts as a basic soul toward this purpose.
  Recharge staff: This works like recharging a staff in the 
  normal manner, but instead of spell slots, the souldrinker 
  expends soul points equal to the spell level needed.
  Recover Spell Slot: As a full-round action, a souldrinker can 
  expend soul points equal to twice the spell level of a cast 
  spell or used spell slot in order to regain that spell or slot as 
  if it had not been cast (similar to using a pearl of power, except 
  it also works for spontaneous casters).
  Replace Familiar: A souldrinker can replace her slain 
  cacodaemon familiar at any time by spending 1 hour and 10 
  soul points in a specialized ritual.
  Summon Cacodaemon (Sp): At 3rd level, once per day, a 
  souldrinker can summon 1d3 cacodaemons, which serve 
  her for 1 minute per souldrinker class level. This ability 
  otherwise counts as greater summon cacodaemon (see page 39).
  Lesser Oblivion (Su): At 4th level, a souldrinker’s patron 
  invests her with a specific ability.
  Apollyon—Immunity to diseases, including supernatural 
  and magical diseases.
  Charon—Immunity to aging effects and effects that give 
  penalties to Strength and Constitution.
  Szuriel—Immunity to bleed effects and effects that give 
  penalties to Strength.
  Trelmarixian—Immunity 
  to 
  ingested 
  and 
  inhaled 
  poisons, and the subject no longer needs to eat or drink.
  Oblivion (Sp): At 7th level, the souldrinker is granted 
  more power by her patron, gaining a spell-like ability usable 
  at will, but costing 1 soul point for each use.
  Apollyon—contagion (DC 10 + the souldrinker’s class level 
  + her spellcasting ability score modifier).
  Charon—vampiric touch.
  Szuriel—rage.
  Trelmarixian—bestow curse (DC 10 + the souldrinker’s class 
  level + her spellcasting ability score modifier).
  Summon Ceustodaemon (Sp): At 8th level, once per day, a 
  souldrinker can summon 1d2 ceustodaemons, which serve 
  her for 1 minute per souldrinker class level. This ability 
  otherwise counts as summon ceustodaemon (see page 39).
  Greater Oblivion (Sp): At 10th level, the souldrinker gains 
  further power from her patron. The spell-like abilities listed 
  here are usable at will, but cost 3 soul points for each use.
  Apollyon—creeping doom (DC 10 + the souldrinker’s class 
  level + her spellcasting ability score modifier).
  Charon—Gain fast healing 10 for 10 rounds. This counts 
  as a 6th-level spell.
  Szuriel—Greater magic weapon (+4 enhancement bonus). 
  Like a paladin with a weapon divine bond, the souldrinker 
  can use the enhancement bonuses to add any of the following 
  weapon properties: mighty cleaving, unholy, vicious, wounding.
  Trelmarixian—horrid wilting (DC 10 + the souldrinker’s 
  class level + her spellcasting ability score modifier).
  Ex-Souldrinkers
  A souldrinker whose alignment becomes anything other 
  than neutral evil or who blatantly goes against the will 
  of her daemonic patron loses access to all class features 
  except for Damned. She cannot thereafter gain levels as a 
  souldrinker until she atones for her deeds.
  Souldrinker
   
  Base
   
  Attack 
  Fort 
  Reflex 
  Will
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells Per Day
  1st 
  +0 
  +0 
  +0 
  +1 
  Cacodaemon familiar, daemonic patron, damned 
  —
  2nd 
  +1 
  +1 
  +1 
  +1 
  Energy drain, soul pool 
  +1 level of existing class
  3rd 
  +1 
  +1 
  +1 
  +2 
  Summon cacodaemon 
  +1 level of existing class
  4th 
  +2 
  +1 
  +1 
  +2 
  Lesser oblivion 
  +1 level of existing class
  5th 
  +2 
  +2 
  +2 
  +3 
  — 
  +1 level of existing class
  6th 
  +3 
  +2 
  +2 
  +3 
  Energy drain (2 levels) 
  —
  7th 
  +3 
  +2 
  +2 
  +4 
  Oblivion 
  +1 level of existing class
  8th 
  +4 
  +3 
  +3 
  +4 
  Summon ceustodaemon 
  +1 level of existing class
  9th 
  +4 
  +3 
  +3 
  +5 
  — 
  +1 level of existing class
  10th 
  +5 
  +3 
  +3 
  +5 
  Greater oblivion 
  +1 level of existing class
  
  36
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Summoning Daemons
  Daemons sense mortal souls like sharks smell the blood 
  of a wounded animal thrashing in the water. Those who 
  fashion such lures find that they will come, streaming 
  from the angles of the summoning diagram to take 
  their prize. Most daemons care absolutely nothing for 
  their summoners, even in the event of a worthy sacrifice. 
  Instead they care only about breaking free and feasting 
  upon the Material Plane’s ripe, waiting harvest—usually 
  starting with their would-be masters.
  A daemon’s eagerness to slip Abaddon’s bonds and 
  venture into the feasting grounds of the Material Plane 
  is such that casters often find summoning or calling 
  many daemons proves remarkably easy. With such ease 
  comes danger, however, as a summoned daemon is even 
  less likely than an impetuous demon (and far less likely 
  than devils, who enjoy crafting contracts and bargains) 
  to sit idly by while the caster outlines a proposal. More 
  often, daemons eviscerate their summoners immediately. 
  Such dangers aside, most methods of conjuring daemons 
  contain similar thematic elements, tailored to weaken 
  the boundaries between the mortal realm and Abaddon, 
  and to call out to a daemon’s tastes and desires.
  Magic Circle: A magic circle is paramount in daemon-
  summoning—not to contain the fiend so much as to 
  anchor it in place until it is completely bound by the 
  conjurer. More than one summoner has fallen prey to the 
  ravenous hunger of an uncontrolled daemon, and few live 
  to make the mistake twice. The circle is best engraved 
  so as to avoid smudging or smearing of written symbols, 
  and then outlined in fresh mortal blood (the caster’s own 
  if possible). Recorded examples have even used candles of 
  rendered infant fat burned so that their wax pools into 
  the channels of an engraved circle, or a living circle 
  formed from the twisted or braided entrails of a living, 
  bound victim next to the summoner, acting as a conduit 
  and focus for the binding.
  For spells such as planar binding that require the caster 
  to make opposed Charisma checks against the outsider, 
  the use of a sacrifice favored by the daemon—often 
  in some way associated with the manner of death the 
  daemon personifies, and usually in or within view of the 
  summoning circle—provides a benefit for the caster on 
  Charisma checks to bind the daemon. Specific sacrifices 
  individual daemons prefer and the bonuses these sacrifices 
  grant are presented in About Daemons on page 20.
  Some conjurers believe that if they stand in a second 
  magic circle, they are safe from a rebellious daemon. 
  Unfortunately, that spell only prevents bodily contact 
  from summoned creatures, not called creatures. Of 
  course, the circle’s other powers (resistance bonus, saving 
  throw bonus, and protection from possession) still 
  function, but there is nothing to stop a daemon called by 
  planar ally from physically tearing the caster into pieces.
  Name: The summoner must also know a daemon’s 
  common name—the name it is known by to its peers and 
  educated mortals—in order to call out to it specifically, or 
  else a random example of its kind will answer. The name 
  must be inscribed at four points on the circle’s exterior, 
  paying homage to the Four Horsemen, and their unholy 
  names must be invoked four times, requesting their 
  permission to summon their servant, and promising 
  Horsemen and the servant alike an appropriate sacrifice 
  for appearing, and a reward after their service, to be 
  bargained ahead of time.
  More useful is a daemon’s true name, a unique mystical 
  identifier that perfectly defines the creature when its 
  name is spoken. Discovering a daemon’s true name 
  usually requires at least a month of research and a DC 25 
  Knowledge (planes) check (at the GM’s discretion). Success 
  means the summoner can speak the true name as part of 
  the conjuring ritual, giving the creature a –5 penalty on 
  its Will save to resist the calling. Most daemons of note 
  hide their true names and plant false names in books 
  so as to trick mortals into a false sense of security when 
  conjuring. For more information on evil outsiders’ true 
  names, see Pathfinder Campaign Setting: Princes of Darkness, 
  Book of the Damned Vol 1. 
  Texts: Many of Abaddon’s daemons are so eager to 
  reach the Material Plane that some of the available texts 
  on summoning their kind contains false information 
  intentionally left to deceive would-be summoners. The 
  material is often grossly flawed, but that is not to say 
  that it doesn’t function. Rather, it functions too well, 
  drawing forth a daemon to the Material Plane. Where the 
  rituals and diagrams often fail is in properly containing 
  the fiend long enough for the summoner to complete 
  a bargain with it. Far too many attempted daemon 
  summonings end with a scorched, broken summoning 
  circle; a summoner shucked of his immortal soul; and a 
  trail of death left in the fiend’s wake.
  Numerous books detail the summoning and binding 
  of daemons. Usually suppressed and censored, copies 
  fetch high prices from both those wishing to learn and 
  use their secrets and those eager to secure and destroy 
  them. Of the various daemonic guides and lectionaries, 
  the following examples are some of the most often 
  cited or most eagerly sought after. All of these books 
  are spellbooks, and each description includes a list 
  of spells included in a typical copy of the book; most 
  contain other spells as well, but the listing only includes 
  spells that are common to the majority of copies. Spells 
  marked with an asterisk (*) indicate new spells in this 
  book; spells marked with two asterisks (**) are found in 
  Ultimate Magic.
  
  13
  37
  Daemonium
  Arzikan’s Liber Daemonica: A general exploration of 
  daemons, their desires, and their various castes by the 
  ancient Thassilonian mage Arzikan. While many of the 
  text’s rituals are suspect (possibly to ensure the death of 
  any would-be rivals who might steal and use his books), 
  its lengthy discussion of appropriate sacrifices and a 
  listing of true names for many lesser daemons remain 
  invaluable for those in possession of a copy. A typical 
  copy of this book includes the following spells: agonize**, 
  contact other plane, daemon ward*, dimensional anchor, 
  dismissal, lesser planar binding, magic circle against evil, 
  protection from evil, summon cacodaemon* (both varieties), 
  summon ceustodaemon*.
  Inusalia’s Asemic Acrostic: Though on the surface 
  this book appears to be a bizarre, highly precise, and 
  informative Keleshite treatise on herbal potions, 
  hallucinogenic drugs, and poisons, closer examination 
  reveals a complex acrostic in Abyssal, comprising two 
  smaller texts encoded within the first. The first describes 
  devotions to the Horseman of Famine. The second lists 
  the common names of daemons in his service and their 
  preferred sacrifices. From the second list comes the name 
  of the book’s likely author, the meladaemon Inusalia, 
  the Lady of Wasting Intoxication. A typical copy of this 
  book includes the following spells: contagion, greater 
  planar binding, lesser planar binding, plague carrier**, planar 
  binding, summon meladaemon*.
  Olemhaut’s Chronicle of Nine Despairs: Penned by the 
  mortal conjurer Lucretia Olemhaut and her erodaemon 
  consort Esdaria of the Nine Despairs, the book explores 
  the various desires and hungers of many of Abaddon’s 
  more powerful daemonic castes, and an autobiography 
  of its erodaemon coauthor. Highly philosophical, it 
  explores various ideologies regarding daemonic nature 
  and how they relate to mortals, as well as an appendix 
  listing more than a dozen effective wards and bindings to 
  protect summoners. A typical copy of this book includes 
  the following spells: contact other plane, daemon ward*, 
  lesser planar binding, overwhelming grief **, planar binding, 
  summon erodaemon*, symbol of despair.
  The Withered Footsteps of the Dire Shepherd: The oldest 
  known source on daemons, this tome also contains 
  expositions on many other soul-devouring creatures, 
  along with exquisite details on summoning or actually 
  creating them. The book avoids the intentional 
  corruption of virtually all other sources—whenever the 
  text is altered, it reverts to its previous (and presumably 
  true) state. This property only applies to complete 
  versions of the book; excerpts and quotations from it may 
  contain errors, lending scholars to seek only complete, 
  bound volumes rather than relying on secondhand or 
  incomplete references. Complete copies exist written in 
  Abyssal and Infernal, though portions of each include 
  passages written in an unknown or dead language. The 
  book’s most eager buyers are daemons themselves, who 
  grant the text an almost religious reverence. A typical 
  copy of this book includes the following spells: banishment, 
  create greater undead, gate, greater planar binding, planar 
  binding, soul transfer*, summon derghodaemon*, summon 
  thanadaemon*, trap the soul.
  
  38
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Daemonic Spells
  Most of the spells learned from studying daemons deal 
  with acquiring, moving, and destroying souls, or else 
  conjuring daemons directly.
  Awaken the Devoured
  School divination [pain]; Level cleric 5, inquisitor 4, sorcerer/
  wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one daemon
  Duration instantaneous and 1 round/level
  Saving Throw Will partial (see text); Spell Resistance Yes
  You awaken the broken, anguished memories of the 
  countless souls that the target daemon has consumed. 
  These fragmented memories haunt and afflict the daemon, 
  dealing 1d8 points of nonlethal damage per caster level 
  (maximum 15d8) and making it confused for 1 round/level. 
  A successful Will save halves the damage and negates the 
  confusion effect.
  Charon’s Dispensation
  School abjuration; Level cleric 4, inquisitor 4, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (2 silver coins)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target of this spell gains immunity to the harmful effects 
  of touching or drinking from the River Styx, including its 
  poison, memory-stealing, and soul-leaching powers. This 
  does not grant the target the ability to breathe water, nor does 
  it grant any protection against creatures or mundane hazards 
  such as rapids.
  Create Soul Gem
  School necromancy [death, evil]; Level cleric 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 round
  Components V, S, F (crystal or gem receptacle worth at least 
  25 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one dying or recently dead creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You draw forth the ebbing life force of a dying creature or one 
  that has died in the past round, forcing it into a crystal or gem 
  receptacle and creating a soul gem. If the creature is alive and 
  fails its saving throw, it dies and you capture its soul in the 
  gem. If the creature is dead, you automatically capture the 
  soul. The value of the soul gem depends on the nature of the 
  creature it is made from (see The Soul Trade on page 30).
  If you are a souldrinker (see page 34), you may cast this spell 
  and expend 5 soul points to fill the gem with the equivalent of 
  one basic soul.
  Only one soul gem can be created from a particular dying 
  creature. Any attempt to resurrect a body whose soul is 
  trapped in a soul gem requires a caster check against a DC of 
  11 + your caster level at the time you cast this spell. Failure 
  results in the spell having no effect, while success shatters the 
  target’s soul gem and returns the creature to life as normal. If 
  the soul gem resides in an unholy location, such as that created 
  by the unhallow spell, the DC of this check increases by +2.
  Daemon Ward
  School necromancy; Level cleric 4, druid 5, paladin 4, 
  sorcerer/wizard 4, witch 4
  Components V, S, M (50 gp worth of powdered silver)
  This spell functions like death ward, except as noted above and 
  it only protects against these attacks from daemons.
  Death Knell Aura, Greater
  School necromancy [death, evil]; Level cleric 6, inquisitor 6, 
  sorcerer/wizard 6, witch 6
  This spell functions as death knell aura, except a dying creature 
  in the area cannot stabilize on its own and automatically 
  takes 1 point of bleed damage on its turn each round. An 
  incorporeal undead or living spirit traveling outside the body 
  (such as a person using astral projection or magic jar) within 
  the aura at the start of its turn takes 1d8 points of damage.
  Death Knell Aura
  School necromancy [death, evil]; Level cleric 4, inquisitor 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range 20 ft.
  Area 20-ft.-radius emanation, centered on you
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You gain a shimmering gray aura that feeds on the souls of 
  creatures who die within it. The aura sheds light as a candle. 
  If a creature at –1 or fewer hit points is within the aura at the 
  start of its turn, it must save or die, granting you the benefits 
  of death knell.
  Lash of the Astradaemon
  School necromancy [evil]; Level cleric 6, magus 5, sorcerer/
  wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S
  
  13
  39
  Daemonium
  Range personal
  Target you
  Duration 1 round/level
  Drawing on the essence of astradaemons, your hands elongate 
  and sprout fearsome, translucent claws that radiate a cold 
  phosphorescent light, giving you two claw attacks per round 
  (1d6 each if you are Medium creature, or 1d4 if you are Small). 
  Each hit with a claw bestows 1 negative level on your target, 
  and you gain 5 temporary hit points for 1 hour. The DC to 
  overcome these negative levels is equal to the DC of this spell. 
  The claws do not interfere with your ability to cast spells or 
  perform other actions that require hands.
  Parasitic Soul
  School necromancy [death, evil]; Level cleric 9, sorcerer/
  wizard 9, witch 9
  Casting Time 1 standard action
  Duration permanent (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like magic jar except as noted above, and 
  instead of your own soul, you may transfer a trapped soul 
  (such as one trapped with soul bind or trap the soul) from 
  the receptacle into an unwilling target’s body. If the target 
  creature fails its saving throw, it dies, and the trapped soul 
  in the receptacle inhabits the body as if using magic jar. 
  The trapped soul does not get a saving throw to resist this 
  transfer. To dismiss the spell, you must be within range of the 
  possessed body.
  Scourge of the Horsemen
  School necromancy [acid, evil]; Level cleric 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft. burst
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  This spell blasts the area with a horrific combination of soul-
  rending energy and physical corrosion. Creatures in the area 
  of effect gain 1d4 negative levels, and take 1d6 points of acid 
  damage per caster level (maximum 20d6).
  Soul Transfer
  School conjuration (summoning); Level cleric 7, sorcerer/
  wizard 7, witch 7
  Target one petitioner, incorporeal soul, or similar creature
  Saving Throw Will negates; Spell Resistance yes; see text
  This spell functions like the spell completion option of trap 
  the soul, except it only works on bodiless souls (such as 
  incorporeal undead or a soul trapped in a gem) or creatures 
  whose substance is a physical incarnation of a soul (such as a 
  petitioner), but not on creatures formed from souls and planar 
  material (such as most outsiders). It is mainly used to transfer 
  souls from one receptacle to another, but may also be used 
  to capture vulnerable souls that aren’t bound to mortal flesh 
  (such as incorporeal creatures and petitioners).
  Summon Cacodaemon
  School conjuration (summoning) [evil]; Level cleric 2, sorcerer/
  wizard 2, summoner 2, witch 2
  Components V, S, F (a silver hook)
  This spell functions like summon monster, except it summons a 
  single cacodaemon.
  Summon Cacodaemon, Greater
  School conjuration (summoning) [evil]; Level cleric 4, sorcerer/
  wizard 4, summoner 3, witch 4
  This spell functions like summon cacodaemon, except it 
  summons 1d4+1 cacodaemons.
  Summon Ceustodaemon
  School conjuration (summoning) [evil]; Level cleric 5, sorcerer/
  wizard 5, summoner 4, witch 5 
  Components V, S, F (ashes of a dead animal)
  This spell functions like summon monster, except it summons a 
  single ceustodaemon.
  Summon Derghodaemon
  School conjuration (summoning) [evil]; Level cleric 9, sorcerer/
  wizard 9, witch 9
  Components V, S, F (a handful of bug carapaces)
  This spell functions like summon monster, except it summons a 
  single derghodaemon.
  Summon Erodaemon
  School conjuration (summoning) [evil]; Level cleric 8, sorcerer/
  wizard 8, summoner 6, witch 8
  Components V, S, F (a bent or tarnished wedding band)
  This spell functions like summon monster, except it summons a 
  single erodaemon.
  Summon Meladaemon
  School conjuration (summoning) [evil]; Level cleric 8, sorcerer/
  wizard 8, summoner 6, witch 8
  Components V, S, F (an empty wooden bowl)
  This spell functions like summon monster, except it summons a 
  single meladaemon.
  Summon Thanadaemon
  School conjuration (summoning) [evil]; Level cleric 9, sorcerer/
  wizard 9, witch 9
  Components V, S, F (two silver coins)
  This spell functions like summon monster, except it summons 
  a single thanadaemon. You can only use this spell in an area 
  with enough open water to accommodate the daemon’s skiff, 
  or when on the Astral Plane or Ethereal Plane.
  
  Book of the Damned: Daemonic
  40
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Fragments of Abaddon
  The following items have some relation to daemons, whether 
  deriving their power from these creatures, or containing 
  knowledge of their summoning and controlling.
  Book Of The Damned: Daemonic
  Aura overwhelming all schools [evil]; CL 25th
  Slot none; Weight 12 lbs.
  DESCRIPTION
  The original Book of the Damned was collected from the 
  scattered records of the exiled angel Tabris, who was ordered 
  to record the lore of all the multiverse but was cast out of 
  Heaven for his findings. The daemonic chapters of the Book of 
  the Damned are bound between covers of perpetually frozen 
  and compressed ashes that seem to suck away ambient 
  light into their material.
  All known copies of the text appear to 
  be some variety of palimpsest, 
  with the words written 
  over the intentionally 
  erased words of an 
  earlier draft, though it 
  is unknown when and 
  by whom this redaction 
  took place. In each case, 
  the edited portions describe 
  specific names relating to 
  the earliest history of the plane, 
  sometimes with entire pages being 
  censored. Scholars suspect this is related 
  to the same magic utilized by the Horsemen 
  to scour their own records and history 
  in cycles when one of the Four has 
  been replaced. Any good-aligned 
  creature who touches this section of the Book of the Damned 
  gains one negative level. This level cannot be restored until the 
  character has remained more than 10 feet away from the book 
  for 24 hours. Creatures attempting to read the book that are not 
  neutral evil must make a DC 15 Will save or have their alignment 
  permanently take one step toward neutral evil.
  Written in a mixture of Abyssal and Infernal, sometimes 
  changing from one to the other mid-sentence, the text requires 
  true fluency in both languages to fully understand the nuances 
  and true meaning of the text. As a reader proceeds, he becomes 
  aware of a dull pressure on the back of his skull and a buzzing 
  static. Eventually the text begins to “speak” to him, inserting 
  telepathic impressions and images to complement the text. A 
  telepathic creature may “read” the text without actually opening 
  the book merely by holding it and concentrating.
  A reader who splashes his own blood onto the book (which 
  is promptly absorbed) and spends 30 days (not necessarily 
  consecutively) reading the book receives several benefits. 
  The book contains copies of every spell with the evil descriptor, 
  as well as all of the spells on pages 38–39 and those listed below. 
  The user gains at +4 bonus on all Knowledge (planes) checks 
  when using the book as a resource (consulting it for at least an 
  hour regarding a question), and its descriptions of Abaddon 
  are so accurate that any teleportation to or within that plane 
  always brings the caster to the desired location (no familiarity 
  roll needed). Any energy-draining spell cast by the bearer 
  bestows +1 additional negative level on affected creatures.
  The daemonic portion of the Book of the Damned serves as 
  the focal point for a permanent unhallow effect and sympathy 
  attuned to attract neutral evil creatures. As long as the book 
  is carried, its owner casts all evil spells as if he were two caster 
  levels higher and gains a +2 bonus on all Charisma-based  
  skills and checks when interacting with neutral 
  evil creatures. Four times per day, the tome 
  can be used to cast one of the following 
  spells: blasphemy, circle of death, energy 
  drain, death knell, soul bind, or soul 
  transfer (see page 39). It is believed 
  that the bearer can be scried at any 
  time, without a saving throw, by 
  the Four Horsemen or their 
  elite agents.
  DESTRUCTION
  The daemonic Book 
  of the Damned can 
  be destroyed by 
  washing away the text on 
  each page with the tears of a good 
  outsider, at which point the book crumbles 
  to ashes. As long as the other sections of the book 
  exist, however, the daemonic section 
  always turns up again somewhere, 
  undamaged and whole.
  Candle Of Abaddon
  Aura strong necromancy and abjuration; CL 13th
  Slot none; Price 9,000 gp; Weight 1 lb.
  DESCRIPTION
  Molded from a pale, milky green wax into the shape of a 
  column of screaming souls, and stamped on the bottom with 
  the unholy symbol of one of the Four Horsemen, the candle 
  of Abaddon is a boon to evil spellcasters, but also to any who 
  would summon or interact with daemons. When burned, the 
  candle sheds eerie illumination in a radius of 15 feet, similar to 
  Abaddon’s perpetual eclipse.
  A spellcaster within the radius of the burning candle gains 
  a +2 bonus to caster level when casting spells with the evil 
  descriptor. The light also acts as a magic circle against evil, but 
  only against daemons. Within the light, all creatures take 1 point 
  of damage per round, natural healing doesn’t work, and magical 
  healing requires a DC 24 caster level check to succeed.
  
  13
  Ring of the Cacodaemon
  41
  Daemonium
  A candle normally burns for 4 hours, and any burning 
  consumes at least 1 minute of its power. It is possible to 
  extinguish the candle simply by blowing it out, so users often 
  place it in a lantern to protect it from drafts and the like. 
  Doing this doesn’t interfere with its magical properties.
  CONSTRUCTION
  Requirements Craft Wondrous Item, magic circle against evil, 
  desecrate, creator must be evil; Cost 4,500 gp.
  Daemon Seed (Drug)
  Type ingested or inhaled; Addiction major, Fortitude DC 20 
  (non-daemons only)
  Price 1,000 gp 
  Effect 1 hour; +1d4 profane bonus to saves and skill checks, 
  +1d6 profane bonus to one skill
  Damage 15% chance of blindness 
  and deafness for 1 hour and 1 
  negative level (DC 20)
  DESCRIPTION
  Most often used by other daemons, 
  daemon seed has found a ready market 
  across the planes. Daemon seed is 
  derived from the viscous, sometimes 
  iridescent fluid tapped from a 
  daemon’s spinal column, and those 
  who imbibe it experience delusional 
  euphoria, and a storm of memories 
  digested by the daemon. The one 
  skill that gains a heightened effect 
  is random and varies from dose 
  to dose, and there is no way to tell 
  which skill a particular dose affects.
  Usually the drug has no side effects, 
  but when but when it does, they are 
  debilitating. Rumor has it that a creature 
  who has recently used daemon seed is especially noticeable 
  to daemons (though how “recent” and to what extent the 
  creature is more noticeable varies from rumor to rumor).
  Sold openly in certain cities on Abaddon, and illicitly in the 
  City of Brass and below Axis in Norgorber’s domain, the drug 
  is banned on other planes by most authorities, due to the 
  defilement and destruction of souls it represents.
  Daemons are immune to the negative effects of daemon 
  seed and cannot become addicted to it. Information on drugs 
  and addiction is presented in the GameMastery Guide.
  Hydrodaemon Runestone
  Aura moderate conjuration (evil); CL 11th
  Slot none; Price 3,300 gp; Weight —
  DESCRIPTION
  This water-polished stone is carved in the shape of a froglike 
  head and decorated with evil runes. It feels lighter than it 
  should, as if hollow and partially filled with liquid. When the 
  stone is crushed, smashed, or broken (a standard action), a 
  hydrodaemon appears as if summoned by a summon monster 
  spell. Normally, the daemon is under the control of the 
  creature that broke the runestone, but there is a 25% chance 
  that the daemon is uncontrolled and attacks its summoner.
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon monster VI; Cost 
  1,650 gp
  Ring Of The Cacodaemon
  Aura strong necromancy; CL 8th
  Slot ring; Price 15,000 gp; Weight —
  DESCRIPTION
  Sculpted into the intricate form of a golden cacodaemon, 
  this ring’s wide-open mouth is designed to hold a 
  soul gem created by a 
  cacodaemon. The ring 
  allows its wearer to 
  tap into the residual 
  memories of the mangled 
  soul it encapsulates. Once 
  per day, the wearer may 
  interrogate the soul in the gem, 
  similar to using speak with dead, except 
  the soul answers telepathically. 
  Once per day, the bearer can project the 
  soul’s last tormented moments before it 
  was consumed and bound, creating a cone of 
  terror equivalent to a fear spell (DC 16).
  CONSTRUCTION
  Requirements Craft Wondrous Item, fear, speak with 
  dead; Cost 7,500 gp.
  Talisman of Soul-Eating
  Aura faint necromancy; CL 5th
  Slot neck; Price 5,400 gp; Weight 3 lbs.
  DESCRIPTION
  Worn on a necklace of vertebrae strung on a thin iron chain, 
  this carved cacodaemon skull still bears dozens of sharp teeth. 
  Once per day as a full-round action, the wearer can use the 
  skull to draw forth the life essence of a dying or recently dead 
  creature, as if the amulet were a living cacodaemon using its 
  soul lock ability (Bestiary 2 64), creating a soul gem that appears 
  in the skull’s mouth.
  The wearer or an evil outsider can ingest the soul gem as 
  a standard action. This frees the soul within the gem, but 
  condemns it to one of the lower planes (though the soul can be 
  raised normally). The ingesting creature gains fast healing 2 for 
  a number of rounds equal to the eater’s Hit Dice. Draining a 
  soul with the necklace or consuming a soul gem is an evil act.
  CONSTRUCTION
  Requirements Craft Wondrous Item, create soul gem; Cost 
  2,700 gp.
  
  Previous Horsemen
  Of the current Four Horsemen, only Charon has 
  remained in power since the beginning. The others, 
  Apollyon, Szuriel, and Trelmarixian, acquired their 
  thrones either through destroying their predecessors 
  or proving themselves the strongest and most suited 
  for the position. Few would argue with them, for 
  they hold more power than any other inhabitants 
  of Abaddon—that is, unless they too are challenged 
  and defeated. Though hardly an exhaustive list, given 
  the infinite scale of time in the Great Beyond, a 
  description of some of the more noteworthy entities to 
  claim the title of Horseman follows.
  Famine
  Lyutheria the Parasite Q ueen: Trelmarixian’s predecessor 
  as the Horseman of Famine, Lyutheria was once the most 
  senior among the Four alongside Charon. She was not so much killed as subsumed by the current Lord of Wasting, 
  who wears her very essence within his own shapeshifting, protoplasmic form. A powerless core of her intelligence 
  remains, imprisoned deep within, tormented by having to perpetually witness the fruits of her own fall, periodically 
  suckled upon like a sugared sweet as Trelmarixian slowly, casually, and lovingly absorbs what little of her remains.
  Depictions of her still exist, left behind by Trelmarixian out of some warped notion of respect or 
  adoration. They depict her as a beautiful female humanoid, usually elven or human with onyx eyes, the 
  wings of a locust, and a tongue that resembles a long, segmented weevil or centipede. Below her waist, her 
  robes continually shift, the movement caused by a torrent of parasites pulsing and seething both beneath 
  and upon her ivory flesh, seeping in and out of her like a black cloud.
  Pestilence
  Azulos the Corrupting: Largely reptilian in form, Azulos, the original Horseman of Pestilence, possessed wings 
  composed of viscous, stagnant water, four eyes with sclera marred by coagulated blood, and two more glassy, 
  black eyes. True to his name, he had a penchant for breeding half-fiends, experimenting with Abyssal demons 
  and other races from both the Inner and Outer Sphere. The Horseman of Pestilence was also the source of 
  countless diseases, afflictions that he spread across the planes via his wretched and unnatural abominations. 
  With these long-lasting plagues, Azulos drove souls to Abaddon by the thousands, decimating entire mortal 
  worlds long after the original plague-bearers and their designs were destroyed or forgotten. The details of 
  Azulos’s death are unknown, having been scoured from history by his successors.
  Drulaema the Fever Princess: When Lamashtu learned that she and her demonic brethren were merely 
  the results of curiosity-induced experimentation by the Horsemen, she declared war upon the inhabitants 
  of Abaddon and swiftly captured and killed Drulaema. Though the Demon Q ueen tortured Roshmolem, the 
  Horsemen of War, for the secrets of demon creation, it had actually been the Fever Princess who had informed 
  the demons of their origins. Her swift death is all that most remember of Drulaema, and surviving depictions 
  of her show only the Horseman’s monstrous body suspended and broken at Lamashtu’s hands—a woman with an 
  ewe’s head, blistered flesh, and twin giant leeches emerging from her lower back like tails.
  Yrsinius: This ancient Horseman had the body of a humanoid insect with a multitude of hydras’ heads and 
  a trio of rats’ tails. Yrsinius reined for several eons before he suddenly disappeared. Some believe he was wandering 
  the chaotic depths of the Maelstrom when he was ambushed and destroyed by the group of proteans called the 
  Chorus of Malignant Symmetry. If he still exists, however, the powerful Yrsinius could yet return and claim 
  From the Book of the Damned
  The Four Horsemen are eternal and 
  unrelenting in their quest for annihilation. 
  Yet though their offices may reign eternal, 
  the individuals cannot say the same. Many 
  have ascended to their ranks, and many 
  have fallen. The Horseman consume, and are 
  consumed in return by their own creations. 
  In this, perhaps, the cosmos expresses its bitter 
  humor, as even the most fervent architects of 
  the end times do not always live to see them. 
  —The Book of the Damned,
  “The Fallen Masters”
  
  his throne from Apollyon—a fact that the current Horseman of Pestilence broods upon often, since his kindred 
  among the Four would likely sit on the sidelines. Occasionally, rumors emerge within Abaddon of planar explorers 
  finding plague-decimated cities deep within the Abyss, as well as tales of plagues that devour the soul and not 
  just the flesh, hinting that Yrsinius may yet live. Some have brought up the horrific notion that he may survive 
  in some twisted, broken, or chimeric form, reconstructed by the corrupted proteans thought responsible for his fall.
  War
  Horeksim: Relatively little is known of the original Horseman of War, save that he supposedly died at the 
  hands of a young Sarenrae, though the Dawnflower has never spoken of their feud.
  Roshmolem the Steel Weaver: Symbolized by a red, mechanical arachnid rune, Roshmolem took the form 
  of a spider-shaped cloud of blades, sitting enthroned in midair upon a web of steel and woven souls in the 
  Cinder Furnace’s throat. Most of his form was indistinct and only coalescent as needed, with only his eyes 
  and a maw of flesh and mechanical mandibles remaining constant. Roshmolem was tortured by Lamashtu 
  during her demonic invasion of Abaddon, and it was he who surrendered the secret of demon creation to 
  the Mother of Monsters before she violently slew him. His 
  weakness was regarded by subsequent Horsemen as 
  a stain upon their relentless and almighty 
  reputations, and so his name has been 
  thoroughly eradicated from Abaddon’s 
  own histories.
  Ortaro of the Ten Thousand Screams: 
  Ascending to the throne for only a brief 
  period following the murder of Roshmolem, 
  Ortaro proved his worth by slaying ten 
  thousand of Lamashtu’s fiendish 
  troops while she waged war against 
  Abaddon. He took the form of a 
  colossal, ebon-skinned man cloaked 
  in a swirling cloud of screaming 
  spirits; upon his head, he wore a 
  nascent demon lord’s skull carved 
  into a crown, and around his 
  neck he donned an ornate torque 
  fashioned from the vertebrae of a 
  butchered marilith. His hubris 
  did not protect him amid 
  the rim of the Cinder Furnace, 
  however, where the marble-white 
  Szuriel slew him with her 
  enormous sword, usurping 
  his position. The Angel of 
  Desolation kept no mementos from 
  this battle and left no trace of 
  her predecessor’s physical body, 
  casting his desecrated corpse into 
  the forges of the purrodaemons 
  and claiming the Cinder 
  Furnace as her throne.
  
  44
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  The end approaches. Plague festers among the masses, war rages between 
  nations, crops wither and starvation reigns, and the clock of time and age ticks 
  away as the mortal world’s final arbiter and executioner. A four-faced beast 
  rules beneath the eclipse, gnashing its teeth and gnawing at mortality like a great 
  serpent, taking existence into itself and consuming it, leaving only darkness. The 
  Four seek apocalypse, and the multiverse does nothing to stop it, as if knowing 
  the Horsemen for the inevitability they represent. 
  The hordes will rise. The seas will burn. And the Horsemen will ride at last. 
  —From the Book of the Damned, “The Ride of the Four”
  Chapter Four
  THE SOUL REAVERS
  
  14
  45
  The Soul Reavers
  S
  ince their earliest days, the daemons have ruled 
  their realm. While the surge of new and terrible 
  entities following the creation of the first demons 
  strained their defenses to the limit, and indeed pushed far 
  into Abaddon before being forced back into the Abyss, the 
  daemons are quick to write off that particular conflict as 
  simply an experiment gotten out of hand. Various other 
  conflicts are similarly belittled by demonic history. In the 
  minds of the daemons, there has only ever been one master 
  race in Abaddon, and its members bow to the Horsemen. 
  Yet their benighted plane harbors more than just daemons, 
  including other races of fiends, peddlers of the soul trade, 
  and myriad enslaved or abandoned daemonic creations.
  Denizens of Abaddon
  Below are some of the more common non-daemonic 
  residents of Abaddon.
  Divs: Formed from corrupted genie souls, Abaddon’s 
  divs revel in destruction and misery, and specifically enjoy 
  the destruction of mortal works. Comparatively few in 
  number, they dwell at Abaddon’s fringes in the domain of 
  their demigod master Ahriman. The Four largely ignore 
  them, viewing their actions as helpful in the long-term, 
  but several harbingers view them with suspicion and 
  ego-fed hatred. When the two races clash—and indeed, 
  there’s a good deal of mutual hatred between daemons 
  and divs with similar purviews, such as hydrodaemons 
  and ghawwas divs—the divs frequently lose or retreat, 
  unwilling to risk angering the daemons’ masters.
  The divs’ greatest reason to avoid conflict, however, is 
  the presence of a permanent portal between Abaddon and 
  Golarion: the House of Oblivion, created millennia ago by 
  an Osirian pharaoh. The divs and their master Ahriman fear 
  its discovery by the Four, yet at least one of the Horsemen 
  already knows about it. It was Szuriel, the Horseman of War, 
  who originally bargained with the Pharaoh of Forgotten 
  Plagues and recommended the gate’s creation, linking 
  Abaddon to the Thuvian deserts and helping her use the 
  divs as a secondary assault upon the Material Plane.
  The Hunted: For all the daemons’ uncontested might, 
  Abaddon’s largest population is the doomed, damned souls 
  of the hunted. Perpetually flooding into Abaddon by way 
  of the Devouring Gate, or else stolen from other planes 
  by daemons, the hunted exist in numbers that stagger 
  the mind while only barely keeping pace with the rate of 
  daemonic consumption. A fraction of their kind remains 
  temporarily free at any given time, either in hiding or in one 
  of the cities the daemons allow nominal autonomy, while 
  most are either penned, consumed, actively being hunted, 
  or in the midst of their own horrible transformation into 
  daemons themselves. Those hunted who retain their 
  mental faculties and survive their initial arrival sometimes 
  serve as an underclass of protected, abused pets and objects 
  of mockery, living in the fiends’ cities under the perpetual 
  threat of public death and consumption simply for being 
  what they are. Their tortured existences continue at their 
  masters’ whimsy, and they frequently come to worship the 
  Four as madness overtakes them.
  Night Hags: Natives of the Ethereal Plane, night hags 
  are champions of the soul trade, and thus are commonly 
  found on Abaddon. Stealing or buying mortal souls from 
  the Material Plane, the hags find no greater buyers for their 
  mewling wares than the daemons. Traveling across the 
  planes by magic or via complex networks of artificial gates 
  and natural portals, the hags function as planar merchants 
  and go-betweens. Peddling their wares and souls openly 
  within Abaddon’s cities, and even within the realms of the 
  Four Horsemen, the hideous merchants are protected from 
  harm by an unspoken agreement between the Four and the 
  hags’ racial deity, Alazhra the Dream Eater.
  Nightmares: Abaddon’s equine fiends roam the plane’s 
  wastelands, many indoctrinated from birth to loyalty toward 
  the specific Horseman or harbinger whose realm their 
  bloodline calls home. In return for their relative freedom, 
  the nightmares serve as mounts for powerful daemons, and 
  the greatest of their kind carry the Four directly. The unique 
  mounts of the Four command much the same sort of respect 
  from other nightmares as the Four do from other daemons, 
  though nightmare society is much more individualistic 
  and difficult to organize. While mortals (and perhaps some 
  daemons) often think of nightmares as simple mounts, the 
  nightmares see themselves as equal with their masters, as 
  even the title of “Horseman” would be meaningless without 
  their assistance. In this sense, the relationship between 
  daemon and nightmare is much closer to true symbiosis 
  than a simple master/servant arrangement. Nightmares not 
  working directly with a particular daemon are free to roam 
  across Abaddon without concern for borders or domains, 
  protected by their power and status and feeding upon the 
  acrid vegetation, wandering spirits, and soul-empowered 
  wastes produced by their fiendish neighbors.
  Other Creatures: Still other creatures dwell within 
  Abaddon’s depths. Vargouilles can be found here, feeding 
  on scraps and creatures that wander into their territory, 
  while constantly looking for routes to the Material Plane. 
  Wild yeth hounds hunt the wastes as well, less organized 
  than those bound to Lamashtu but still terribly dangerous.
  Even daemons are far too numerous to be catalogued 
  in a single book. Supplementing the daemons discussed 
  here and presented in full in Bestiary 2 and Bestiary 3 
  are eight other major daemon castes described on the 
  following pages. Still other daemons certainly exist 
  in the infinite wastes of Abaddon—for the Four are far 
  from finished with the act of creation, and constantly 
  tinkering with new designs.
  
  46
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Erodaemon
  This fiend appears to be a slim half-elf with long hair and a 
  slender set of black ram horns. Covered by a sheer gown, her 
  skin is tinged blue and covered with an elaborate tracery of 
  white, scarified tattoos. A long, serpentine tail sprouts from the 
  base of her spine, ending in a fanged maw. Her extremities 
  are withered and blackened, ending in scorched, fleshless 
  talons, and her unearthly beauty is further marred by a red, 
  unblinking third eye.
  Erodaemon 
  CR 11
  XP 12,800
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., detect good, detect thoughts; 
  Perception +20
  DEFENSE
  AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
  hp 147 (14d10+70)
  Fort +9, Ref +14, Will +12
  DR 10/good or silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 22
  OFFENSE
  Speed 30 ft.
  Melee bite +19 (1d6+4 plus 1d4 Charisma drain), 2 claws +19 
  (1d6+4)
  Special Attacks object of desire, wilting kiss
  Spell-Like Abilities (CL 14th; concentration +20)
  Constant—detect good, detect thoughts, tongues
  At will—death knell (DC 18), greater teleport (self plus 50 lbs. 
  of objects only), unnatural lust* (DC 18)
  3/day—desecrate, quickened crushing despair (DC 20), 
  enervation, suggestion (DC 19)
  1/day—modify memory (DC 20), summon (level 4, 1d3 
  ceustodaemons 35%), utter contempt* (DC 20)
  * See Ultimate Magic.
  STATISTICS
  Str 18, Dex 21, Con 21, Int 19, Wis 16, Cha 22
  Base Atk +14; CMB +19; CMD 34
  Feats Agile Maneuvers, Deceitful, Dodge, Improved Initiative, 
  Quicken Spell-Like Ability (crushing despair), Skill Focus 
  (Bluff), Weapon Finesse
  Skills Bluff +33, Diplomacy +23, Disguise +24, Intimidate +23, 
  Knowledge (local) +21, Knowledge (planes) +21, Perception +20, 
  Sense Motive +20, Sleight of Hand +22, Stealth +22
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft., tongues
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or harem (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Object of Desire (Su) While using its detect thoughts ability, 
  an erodaemon can see into the mind of a humanoid and 
  identify the person the target most desires, whether it 
  be a lost loved one or an object of lust. As a full-round 
  action, the erodaemon can change into the form of this 
  desired person as long as the target is a Small, Medium, 
  or Large humanoid. The erodaemon gains a +20 bonus on 
  its Disguise and Bluff checks to impersonate that person 
  and avoid being detected as a fraud, but spells like true 
  seeing negate this effect as normal. This effect ends if the 
  erodaemon attacks any creature. Actions that could reveal 
  the erodaemon as a fraud (such as performing an action 
  that the imitated person would obviously not do, like cast a 
  spell or speak Infernal) require the erodaemon to make an 
  immediate Bluff check to continue the impersonation, with 
  the erodaemon losing some or all of its bonus depending 
  on the severity of the breach (GM’s discretion).
  Wilting Kiss (Su) An erodaemon can draw a mortal into a 
  state of obsession with its kiss. An unwilling victim must 
  be grappled before the erodaemon can use this ability. A 
  creature affected by this kiss must make a DC 23 Will save 
  or become obsessed with the erodaemon, an obsession 
  the erodaemon feeds on. Each round the target is more 
  than 30 feet away from the erodaemon, it must make an 
  additional DC 23 Will save. Failing the save means that the 
  sheer pain of her absence deals 1 point of Charisma drain 
  to the subject that round. Succeeding at the Will save two 
  consecutive times ends the effects of this ability. Spells such 
  as dispel magic and break enchantment end this effect. The 
  save DC is Charisma-based.
  Erodaemons personify death by heartbreak. These fiends 
  pose as mortals, insert themselves into the lives of their 
  victims, and slowly destroy them. They break apart marriages, 
  kill children or cause them to leave their families, destroy 
  reputations, extinguish faith, curdle family ties, and bit by 
  bit savor the slow disintegration of their victims’ emotional 
  well-being and consequent physical deterioration. Every 
  tear shed, every sobbing woman, and every grieving man 
  brings a rapturous smile to an erodaemon’s face, because 
  when a mortal dies of heartbreak and grief, the erodaemon 
  feasts upon the tortured soul.
  The typical erodaemon stands 6 feet tall and weighs 
  150 pounds.
  Ecology
  Erodaemons sometimes form from the hunted, the 
  wandering mortal souls of Abaddon. Corrupted by their 
  heartbreak, the resulting erodaemons seek to impose their 
  morbid fate upon others.
  Erodaemons are thought by some to be Abaddon’s 
  answer to the demonic succubi and diabolic erinyes, 
  possessing the visage of beautiful mortals, yet tainted 
  with obviously fiendish traits and intentions. However, 
  rather than inspiring wars based on lust or torturing 
  
  14
  47
  The Soul Reavers
  victims ceaselessly, erodaemons seek to stoke the flames 
  of mortal woe, causing many to fall into such pits of 
  melancholy that they ultimately perish. When a mortal 
  succumbs to death as a way to escape the pain of living 
  without one’s love, an erodaemon ensnares the soul and 
  feasts upon its anguish.
  Though they can appear as either a man or woman 
  to their victims, in their true form, erodaemons are 
  predominantly female. Erodaemons freely adopt whatever 
  guises they deem necessary to infiltrate and ravage the 
  lives of the mortals they hunt throughout the planes, 
  and when not donning mortal figures, they often shift 
  between various forms as they so desire, honing their 
  ability to adopt each particular gender’s behavioral quirks 
  for when it matters.
  Habitat & Society
  Erodaemons know many traditions of different societies 
  due to their intrusions into urban areas on other planes. 
  In Abaddon, however, such communal grounds are rare, 
  if they exist at all. In the sprawling wastes, erodaemons 
  practice their forms of seduction primarily upon the 
  hunted, who may still have such base desires as intimacy 
  and love. Erodaemons are rarely trusted by other daemons, 
  who have no hearts to break but can be tricked all the same 
  into thinking a supposed ally or leader has turned its back 
  on them.
  While infiltrating other planes, erodaemons prefer 
  to hunt alone most of the time. Selecting a particularly 
  susceptible victim—such as one whose heart already 
  throbs for another—an erodaemon will assume the guise 
  of its target’s lover and make the victim believe his or her 
  partner is unfaithful, abusive, or worse. The devastation 
  this causes for both of the real members of the relationship 
  is delectable to the erodaemon, whose kiss snatches any 
  life that still remains in the souls of those whose hearts it 
  breaks. Similarly, an erodaemon might simply assume the 
  form of a beautiful suitor, bewitching an already devoted 
  mortal into relations which will ultimately be discovered 
  suddenly by his or her mate. When the affair is revealed—
  often in the bedroom—the erodaemon assumes its true 
  form to devour the emotionally shattered remains of 
  both parties involved.
  Erodaemons occasionally work together, but only 
  if doing so results in a greater harvest of crushed 
  mortal souls. This usually involves mesmerizing entire 
  groups of people, often at a risqué performance or event, 
  and seductively sapping the life from the unwitting 
  spectators. While such ruses are elaborate enough to pique 
  erodaemons’ peculiar tastes, the act of tricking mortals on 
  an individual level often yields much more broken—and 
  thus all the more delicious—souls.
  Given their diverse uses and unique insights into 
  mortals, erodaemons serve all of the Four equally. In 
  addition to typical erodaemon servitors, erodaemons with 
  particularly specialized skill sets serve each Horseman 
  as his or her needs require. Apollyon possesses access to 
  a group of plagued erodaemons who act as jubilant and 
  seductive carriers of venereal diseases; Trelmarixian’s 
  erodaemons target rulers of kingdoms in order to divert 
  resources meant for food; Szuriel’s erodaemons woo 
  entire legions of soldiers into embittered deaths; and 
  Charon’s erodaemons seek and further destroy the hearts 
  of the aged.
  
  48
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Lacridaemon
  Sobbing uncontrollably, this gray-skinned creature possesses thin 
  legs ending in black cloven hooves, as well as a ferocious, manic 
  grin. Its flesh is torn and scratched even down to the tip of its 
  misshapen tail, while a patchwork sheet of dirty ice covers its 
  body. Its tears sizzle violently as they hit the ground.
  Lacridaemon 
  CR 3
  XP 800
  NE Medium outsider (daemon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft., detect good, detect magic; 
  Perception +8
  Aura weeping aura 100 ft.
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +4, Will +5
  DR 5/good or silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 14
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+2 plus 1d4 acid and poison), 2 claws +7 
  (1d4+2 plus 1d4 acid)
  Special Attacks poisonous tears
  Spell-Like Abilities (CL 4th; concentration +5)
  Constant—detect good, detect magic
  At will—pass without trace
  3/day—overwhelming grief* (DC 14), teleport (self plus 50 
  lbs. of objects only)
  1/day—hold person (DC 14), invisibility, snare, summon (level 4, 
  1 lacridaemon, 50%)
  STATISTICS
  Str 14, Dex 17, Con 14, Int 11, Wis 13, Cha 12
  Base Atk +4; CMB +6; CMD 19
  Feats Improved Initiative, Weapon Focus (claws)
  Skills Acrobatics +10 (+14 jump), Bluff +8, Climb +9, 
  Perception +8, Sense Motive +8, Stealth +10
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or lurk (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Poisonous Tears (Su) A lacridaemon’s tears are poisonous 
  to other creatures. As a move action that provokes an 
  attack of opportunity, a lacridaemon can coat both of its 
  claws with its tears, giving its next attack the possibility of 
  poisoning its victim. A lacridaemon must attack with its 
  claws on the same round or the round immediately after 
  it applies its tears in order to use this ability; after that 
  time, the tears lose their potency. Once it has attacked 
  a creature using its tear-coated claws, a lacridaemon 
  must reapply the tears again in order to use this ability. 
  A lacridaemon’s bite attack is always treated as having its 
  poisonous tears applied to it.
  Lacridaemon poison: Injury; save Fortitude DC 14; 
  frequency 1/round for 6 rounds; effect 1 Wis plus staggered 
  for 1 round; cure 2 consecutive saves.
  Weeping Aura (Su) A lacridaemon emits an invisible aura that 
  sounds like the whimpers of a crying child. The whimpers 
  sound almost as if they’re coming from all directions at 
  once, or perhaps from one’s own mind, disorienting those 
  within the aura’s area. Any creature that enters this area 
  takes a –5 penalty on Survival checks to avoid becoming 
  lost. Creatures within the aura’s range need not be able 
  to physically hear the whimpers in order to be affected 
  by this ability (and those who try to identify its origin so 
  they can get nearer take a –5 penalty on their Perception 
  checks to do so). A lacridaemon can suppress or reactivate 
  its aura as a free action, and the effects from multiple 
  lacridaemon auras stack (up to a maximum penalty of 
  –20). This aura is a sonic, mind-affecting effect.
  * See Ultimate Magic.
  Among the least powerful of Abaddon’s daemons, though 
  still exceedingly dangerous, lacridaemons personify 
  death by neglect or exposure to the elements, such as that 
  suffered by those who become lost in the wilderness and 
  die far from help, or are trapped in an enclosed space (like 
  a collapsed mine) and left to slowly expire. Sadly, children 
  are more likely to become lacridaemons than any other 
  type of daemon, and while it’s rare for children to be truly 
  evil, those unfortunate children who die from neglect 
  and abuse, or who are abandoned by their parents, are at 
  risk of being twisted and made savage by the experience. 
  Lacridaemons’ misery is in stark contrast to their savage 
  nature, and given the opportunity, they viciously lash out, 
  furiously attacking their mortal victims. Burning tears of 
  acid and horrific powers used to strand mortals in perilous 
  conditions make lacridaemons effective combatants against 
  unwary enemies, and their abilities are compounded when 
  the daemons are encountered as a wailing, weeping group.
  Ecology
  Pitiful creatures, most lacridaemons suffer in death as their 
  mortal incarnations did in life, consumed by feelings of 
  abandonment, self-pity, and a gnawing sense of loneliness. 
  They often spawn from the souls of evil mortals who died 
  alone and abandoned—exiled criminals, reclusive and 
  corrupt nobles, or those who died from intense exposure to 
  the natural elements, such as by freezing to death or dying 
  of thirst. They are thus often servants of the Horseman of 
  Famine, who makes use of their skills in luring mortals 
  well beyond the edges of civilization, where they ultimately 
  perish due to lack of nourishment.
  
  14
  49
  The Soul Reavers
  Wracked by an enduring and incurable loneliness 
  even in death, these fiends yearn for the companionship 
  they died without, but only so they can attack and prey 
  upon the souls of those who denied them help in life. 
  They still call out for aid, whispering with a subtle 
  telepathy as well as calling out with weak, pleading 
  voices, begging for help and comfort. In Abaddon, their 
  calls mostly draw out the hunted—namely those evil 
  souls of Abaddon who would seek to take advantage of 
  a stranded innocent—while on the Material Plane they 
  bring forth all manner of doomed altruists. They turn 
  on those who arrive, attacking anyone who would show 
  them the benevolence denied or unattainable to them 
  in life. Of course, the very notion that their daemonic 
  nature might be inf luenced by the dim memories of a 
  mortal soul is disgusting to them, and most reject the 
  idea as blasphemous.
  Habitat & Society
  Befitting their nature, most lacridaemons wander the 
  fringes of daemonic society, abhorring the cities and 
  citadels that populate the greater realms of the Four 
  and their subordinate lords. This self-selected exile 
  has several consequences. First, it ensures that they, as 
  a caste of daemons, receive only the scraps of mortal 
  souls, and rarely does any lacridaemon rise to a position 
  of prominence within Abaddon. Their wandering 
  also brings them into considerable conf lict with the 
  various non-daemonic natives of Abaddon, including 
  nightmares and night hags—but when confronted by 
  powerful foes or outnumbered, lacridaemons usually 
  simply f lee. Lacridaemons take great pleasure in 
  pursuing the hunted, leading the already stranded 
  souls further astray throughout the vast wastelands 
  of Abaddon. These hunted never die of starvation or 
  malnourishment, instead subsisting in a constant 
  state of agonizing hunger, and the lacridaemon takes 
  great pleasure in causing such suffering. Solitary and 
  xenophobic, lacridaemons shun the company of other 
  creatures except for other lacridaemons, and even then 
  the fiends largely just cluster together, interacting at a 
  bare minimum. These small lurks of lacridaemons are 
  especially dangerous when encountered in the wild; 
  their maddening whines for help often cause entire 
  parties of travelers to become disoriented and lose their 
  way in treacherous lands.
  While on the Material Plane, lacridaemons gravitate 
  toward hostile environs such as vast swaths of tundra, 
  brutally hot deserts, and inhospitable swamplands. 
  Occasionally, a lacridaemon will appear near the border 
  of an oasis city or remote outpost, waiting for travelers 
  to leave on the next leg of their journey. The lacridaemon 
  will then follow the unwitting travelers at a distance, 
  waiting until they are far from civilization before 
  coming close enough to let its mind-affecting sobs be 
  known. Lacridaemons use their pitiful whimpering to 
  string prey along for days at a time, until the unfortunate 
  victim has run out of food or water and is on the brink 
  of death. When this occurs, the cunning daemon 
  finally confronts its prey, revealing the true source of 
  the weeping. If it needs to attack, a lacridaemon does 
  so swiftly, savoring the body and reveling in the death 
  of yet another abandoned soul, shedding its perpetual 
  tears all the while.
  
  50
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  cloud of souls it has consumed, often resembling a tattered, 
  ethereal cloak. When an obcisidaemon successfully captures 
  a soul with its inherit soul ability, the soul becomes a part of 
  its cloak of souls, taking up one soul slot. An obcisidaemon 
  has a number of soul slots equal to its Charisma modifier 
  (usually 7). An obcisidaemon can consume a soul as a swift 
  action to achieve a particular effect. When a soul within this 
  cloak is consumed by the obcisidaemon, it is immolated 
  as though by the destruction spell. Destroying the daemon 
  frees the souls in its cloak, though this does not return 
  the deceased creatures to life. Any attempt to resurrect a 
  body whose soul is trapped in a cloak of souls requires a 
  DC 28 caster level check. Failure results in the spell having 
  no effect, while success tears the victim’s soul free from 
  the cloak and returns the creature to life as normal. If the 
  daemon is in an unholy location, such as that created by the 
  unhallow spell, the DC of this caster level check increases 
  by +2. The caster level check DC is Charisma-based. An 
  obcisidaemon can achieve one of the following effects by 
  consuming a single soul.
  •	 Increase	the	DC	of	the	next	spell-like	ability	the	
  obcisidaemon uses that round by +1.
  •	 Give	the	obcisidaemon	3d6	temporary	hit	points	for	1	hour.
  •	 Increase	the	damage	of	the	obcisidaemon’s	next	melee	
  attack that round by +1d6 hit points.
  Inherit Soul (Su) Whenever an obcisidaemon kills a creature 
  with its halberd, that creature must immediately make a 
  DC 31 Fortitude save or be consumed by the daemon’s 
  cloak of souls. This is a death effect. If the cloak cannot 
  consume this soul without exceeding its number of soul 
  slots, the daemon can release a soul as a free action in 
  order to make room for the new soul, otherwise, the killed 
  creature automatically succeeds at its save and its soul is 
  not absorbed. The save DC is Constitution-based.
  Scorched Earth (Su) A creature that dies within 60 feet of an 
  obcisidaemon must immediately make a DC 28 Fortitude 
  save to prevent its body from being utterly consumed in 
  unholy fire equivalent to the destruction spell. The save DC 
  is Charisma-based.
  The obcisidaemon personifies the darkest elements 
  of war. Obcisidaemons strip away the veneer of honor 
  and battlefield glory, leaving only the brutal and violent 
  pragmatism at its core, and then divest it of any humanity to 
  reveal naught but scorched earth and genocide. Reflecting 
  the disgraceful values of ethnic cleansing, depopulation, 
  and all other forms of the clinical, systematic obliteration 
  of civilian populations, obcisidaemons are among the 
  most powerful members of daemonkind. These paragons 
  of inhumanity arrive in the heart of great cities and leave 
  only wastelands of rubble and ashes in their wake. Where 
  an obcisidaemon walks, not even the ghosts of the dead 
  remain to lament the destruction, for the daemon wipes 
  Obcisidaemon
  This massive fiend has thick claws like a lion’s, the broad wings 
  of an eagle, and the legs of a massive canine. Its face is that of a 
  three-eyed wolf with the jaws of a saber-toothed tiger. While two 
  of the thing’s eye sockets are merely empty holes that trickle blood, 
  the middle eye glows a sickly yellow. A cloud of globular soul-stuff 
  cloaks the creature’s hulking body, bits dripping loosely from its 
  barbwire-covered arms.
  Obcisidaemon 
  CR 19
  XP 204,800
  NE Gargantuan outsider (daemon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft., deathwatch, true seeing; 
  Perception +30
  Aura scorched earth (60 ft.)
  DEFENSE
  AC 34, touch 10, flat-footed 30 (+4 Dex, +24 natural, –4 size)
  hp 319 (22d10+198)
  Fort +22, Ref +11, Will +18
  DR 15/good and silver; Immune acid, death effects, disease, 
  poison; Resist cold 30, electricity 30, fire 30; SR 30
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee +1 unholy halberd +30/+25/+20/+15 (4d8+16/×3 plus 
  inherit soul), bite +28 (2d8+15)
  Space 20 ft.; Reach 20 ft.
  Special Attacks cloak of souls
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—deathwatch, true seeing
  At will—cloudkill (DC 22), greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—destruction (DC 24), fire storm (DC 25), incendiary 
  cloud (DC 25), quickened spell turning
  1/day—mass hold person (DC 24), meteor swarm (DC 26), 
  summon (level 9, 1 purrodaemon 50%)
  STATISTICS
  Str 30, Dex 19, Con 28, Int 13, Wis 21, Cha 24
  Base Atk +22; CMB +36; CMD 50
  Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave, 
  Greater Vital Strike, Improved Vital Strike, Power Attack, 
  Quicken Spell-Like Ability (spell turning), Staggering Critical, 
  Vital Strike, Weapon Focus (halberd)
  Skills Bluff +32, Fly +23, Intimidate +32, Knowledge (history) 
  +15, Knowledge (planes) +15, Perception +30, Sense Motive 
  +30, Spellcraft +26
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or holocaust (3–6)
  Treasure standard (+1 unholy halberd, other treasure)
  SPECIAL ABILITIES
  Cloak of Souls (Su) An obcisidaemon is surrounded by a dark 
  
  14
  51
  The Soul Reavers
  out not only innocent individuals, but also their entire 
  histories and bloodlines, ensuring that no future exists 
  for its victims in any sense of the word.
  Obcisidaemons stand 25 feet tall, have a wingspan of 30 
  feet, and weigh over 15,000 pounds.
  Ecology
  When a mortal commits a true act of genocide in life and 
  goes to Abaddon in death, it has a chance of forming into 
  an obcisidaemon if it survives long enough as a 
  member of the hunted. Such individuals 
  rarely have trouble managing the 
  unforgiving wastes, as they are 
  willing to destroy any and all 
  possible allies in order to ensure 
  their 
  own 
  survival, 
  making 
  betrayal an impossibility and 
  solitude an inevitability. This 
  vicious soul eventually develops 
  into 
  an 
  obcisidaemon—a 
  lone, 
  wandering mass of slaughter that acts 
  as a harbinger of undiscriminating and 
  unforgiving death to all who dare 
  stand in its path. In life, the soul of 
  an obcisidaemon perhaps only desired 
  to kill a particular chosen population; 
  as an obcisidaemon, however, the being 
  seeks the obliteration of all mortals.
  Peculiar to an obcisidaemon is the cloak 
  of souls that seems to drip from its enormous 
  body, a symbol of its destructive abilities that provides 
  onlookers an idea as to the sheer scope of its murderous 
  capabilities. When an obcisidaemon lays slaughter to 
  entire populations, it does not feast on all of the souls 
  at once, instead capturing victims for later use. When 
  the fiend needs to unleash a particularly potent rampage 
  upon a resistant population, it consumes its reserve souls 
  in order to strengthen its powers and ensure its success in 
  total annihilation.
  Habitat & Society
  Devoted to the wanton, systematic slaughter of mortals, 
  most obcisidaemons serve Szuriel, the Horseman of War, 
  who shares similar ideals. In her service, an obcisidaemon 
  functions as a high-ranking officer at the head of an army 
  of purrodaemons, so skilled are the harbingers of genocide 
  at managing the pragmatic art of organized massacres. 
  Sometimes, an amassed group of obcisidaemons instead 
  trails behind an invading daemonic army, so as to 
  ensure that no trace of the butchered mortals remains 
  but ashes and salted earth. Obcisidaemons not only 
  ensure that all life perishes, but that the land is 
  thereafter uninhabitable by any other creatures 
  as well. Occasionally, an obcisidaemon serves Apollyon, 
  occupying a similar role at the head of a titanic flight of 
  leukodaemons, sowing disease and clouds of poison across 
  miles of terrain in its passing.
  Some obcisidaemons serve no particular member of 
  the Four, instead choosing to function as independent 
  agents of genocide. These beings wander from plane to 
  plane, laying waste to one civilization after another. Some 
  obcisidaemons intentionally spread their true names 
  to the Material Plane, hoping for a foolish evil 
  summoner to call upon them, knowing that no 
  mere mortal could control their awesome power. 
  Most such summoners end up among the first 
  souls devoured and consumed into the cloud 
  of tormented spirits that cloaks the now-
  rampaging obcisidaemon.
  
  52
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Phasmadaemon
  Little can be seen of this fiend, its body cloaked in a shroud of 
  perpetually shifting, ghastly illusions and phantasms. Beneath 
  its shimmering veil, it has glossy black flesh, a bleached white 
  face, and twisted horns. Its long caiman muzzle perpetually 
  gapes, but other than that, its face is void of sensory organs, 
  save for two orbs that move below the surface of its flesh. This 
  creature flows rather than moves, and its flexible body lacks a 
  definite skeletal structure except for a long, bony tail.
  Phasmadaemon 
  CR 17
  XP 102,400
  NE Large outsider (daemon, evil, extraplanar)
  Init +11; Senses darkvision 60 ft., true seeing; Perception +30
  Aura frightful presence (60 ft., DC 27)
  DEFENSE
  AC 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural, 
  –1 size)
  hp 264 (23d10+138)
  Fort +19, Ref +14, Will +19
  DR 10/good and silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 28
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee bite +27 (2d6+5/19–20 plus grab), 2 claws +27 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks consume fear, constrict (2d6+5), rend (2d6+7)
  Spell-Like Abilities (CL 20th; concentration +26)
  Constant—deathwatch, true seeing
  At will—greater teleport (self plus 50 lbs. of objects only), 
  persistent image (DC 21)
  3/day—quickened greater shadow conjuration (DC 23), greater 
  shadow evocation (DC 24), mirage arcana, nightmare (DC 
  21), permanent image (DC 22), phantasmal killer (DC 20)
  1/day—mislead, summon (level 8, 1 temerdaemon or 1d3 
  suspiridaemons, 50%), symbol of fear (DC 21), weird (DC 25)
  STATISTICS
  Str 20, Dex 25, Con 23, Int 19, Wis 18, Cha 22
  Base Atk +23; CMB +29 (+33 grapple); CMD 47
  Feats Combat Casting, Deceitful, Dodge, Greater Spell 
  Penetration, Improved Critical (bite), Improved Initiative, 
  Intimidating Prowess, Iron Will, Power Attack, Quicken 
  Spell-Like Ability (greater shadow conjuration), Spell 
  Penetration, Vital Strike
  Skills Bluff +36, Disguise +36, Escape Artist +30, Fly +35, 
  Intimidate +37, Knowledge (planes) +30, Perception +30, 
  Sense Motive +30, Spellcraft +30, Stealth +29
  Languages Abyssal, Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ compression, tangible horror
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or cabal (3–4)
  Treasure standard
  SPECIAL ABILITIES
  Consume Fear (Su) As a standard action, a phasmadaemon 
  that begins its turn with a grappled opponent can attempt 
  to feed on the creature’s mortality and innate terror. Any 
  creature that does not succeed at a DC 27 Will save takes 
  1d6 points of Charisma drain and becomes shaken for 2d4 
  rounds; in addition, the phasmadaemon gains 5 temporary 
  hit points for every point of Charisma drain dealt this 
  way. If the creature being grappled is already panicked at 
  the beginning of the phasmadaemon’s turn, it must save 
  instead on a DC 27 Fortitude save or be slain instantly by 
  the phasmadaemon, which gains a +1 profane bonus on 
  attack rolls, saving throws, and checks for every 2 points of 
  Charisma its victim had before dying; the profane bonuses 
  last for 24 hours. The save DCs are Charisma-based.
  Tangible Horror (Su) A phasmadaemon’s illusion abilities 
  are partially real at a level above and beyond those 
  normally conjured forth by similar illusion spells. If a 
  creature succeeds at its Will save to disbelieve either a 
  phasmadaemon’s greater shadow conjuration or greater 
  shadow evocation spell-like ability, the conjured or evoked 
  spell has 80% the normal effect or is 80% likely to occur, 
  rather than 60%.
  Among the most powerful members of daemonkind, the 
  phasmadaemons personify death by fright, and conjure 
  powers of illusion so terrifying that they steal the life 
  from their victims. A freakish creature of rubbery f lesh, 
  the phasmadaemon is capable of twisting its body like a 
  hellish contortionist, and its ivory face is often the last 
  thing its victim sees. Though capable of savaging foes 
  with its fangs and claws, it prefers to torment them first 
  with illusory enemies, unreal terrors, and false terrain 
  before finally closing in as the victims’ hearts race 
  and finally fail. When a phasmadaemon does confront 
  its prey physically, it prefers to grapple and constrict 
  it to death, looking the victim directly in the face and 
  watching the fear fill its eyes as the blood drains from 
  its cheeks. A phasmadaemon rarely shows its true form 
  all at once, masking itself in illusions or eerie porcelain 
  masks, and it delights in unnerving even its own 
  daemonic allies.
  A phasmadaemon is 25 feet long from muzzle to tail—
  though if it desires, it can stretch almost half again that 
  length thanks to its flexible, elastic anatomy—and weighs 
  1,000 pounds.
  Ecology
  Phasmadaemons sometimes form from the type of soul 
  that exemplifies extreme evil, namely those who inflict 
  or suffer from extreme fear, such as deranged illusionists, 
  
  14
  53
  The Soul Reavers
  schizophrenic 
  serial 
  killers, 
  and 
  corrupt 
  mortals 
  who died at the hands of other creatures that excel at 
  captivating victims’ dreams and fears. In other instances, 
  phasmadaemons are merely among the most fearful of the 
  hunted souls of Abaddon, souls who eventually learn to 
  exult in the terror they feel as a soul-devouring daemon 
  stalks them; eventually, these vile souls may transform 
  from the hunted into the hunters—daemons seeking the 
  thrill of the hunt for the horror-stricken faces of their prey.
  Whether in the chasms of Abaddon or on other planes, 
  phasmadaemons hunt for souls via stealth, following 
  from a distance to study their prey for prolonged periods. 
  They create elaborate illusions, leading their targets into 
  believing in entire fictional environments and creatures, 
  all dependent on the victims’ most feared imaginings. 
  They extract each soul’s intrinsic, underlying fears, 
  using the figments as weapons against their owners. 
  Phasmadaemons do not seek souls that are merely 
  easy prey—they adhere strictly to their own method of 
  destroying souls, reveling in the grotesque pleasure 
  of striking mortal souls dead with fear-induced heart 
  attacks and other physical maladies. The connection 
  between fear and mortality is something that continually 
  fascinates the morbid curiosities of phasmadaemons, 
  who mix fears like alchemists, conducting experiments 
  and concocting ever more terrifying combinations of 
  horrific imaginings.
  Habitat and Society
  Phasmadaemons tend to hunt alone, preferring to 
  develop their own unique styles of torment and horror to 
  unleash upon their victims. While some would suggest 
  that the freakishly complex traps of crucidaemons or 
  the cocooned feeding of sangudaemons rank as the 
  most dreadful and frightening killing tactics among 
  daemonkind, the terrors manifested by phasmadaemons 
  exceed them both. A phasmadaemon extracts a mortal’s 
  own fears and turns the figments against their creator, 
  not enjoying the torment the horrors induce so much as 
  appreciating the effects of fear within its victim before 
  the thing’s last fatal gasp—the tiny hairs standing 
  upright, the racing heart, jerking muscles, paralysis. 
  Such reactions spawn immense pleasure within a 
  phasmadaemon, which continually seeks ways to fill its 
  victims with dread. Among phasmadaemons, the buying 
  and selling of fears is in itself something of a market, 
  much like the economy of souls within the rest of 
  Abaddon. The fiends exchange their own horrific new 
  imaginings with one another, creating a collection 
  of terrors unfathomable by mortals.
  Phasmadaemons do not often serve a single 
  Horseman exclusively, their skills not necessarily a 
  boon to any particular facet of death. They tend to traverse 
  the outskirts of societies both within Abaddon and outside 
  of it, preying on travelers in the dead of winter nights 
  or seeking out hermits in order to haunt their isolated 
  homes. The tension before the kill is almost as thrilling 
  to a phasmadaemon as the kill itself, and the foul beings 
  wallow in the fear they create before swooping in for the 
  final blow. When they travel in groups, phasmadaemons 
  use their powers to create great multitudes of illusionary 
  images in order to terrorize entire groups or crowds of 
  closely situated people, such as causing heart-stopping 
  incidents in the middle of a playhouse’s performance, 
  situating horrific conjurations in the middle of packed 
  bazaars, and positioning frightful images at the gallows at 
  a crowded execution.
  
  54
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  become stable, and saving throws against effects that deal 
  bleed damage take a –4 penalty.
  Contagious Gore (Su) A sangudaemon alters the very 
  flow of blood when it attacks. Any creature that stops a 
  bleed effect created by a sangudaemon must make a DC 
  Fortitude save or gain the bleed effect the creature just 
  stopped (this has no effect if the creature was stopping 
  a bleed effect on itself). A creature that succeeds at this 
  save is immune to this ability for 24 hours. The save DC 
  is Constitution-based.
  Drain Soul (Su) A sangudaemon can revitalize itself by 
  draining the soul of a dead creature. The target must be 
  a creature the daemon dealt bleed damage to or used its 
  blood drain ability on, and must have been dead for no 
  longer than 1 minute. As a full-round action, it can drink 
  the creature’s soul dry, condemning the soul to Abaddon 
  (though the soul can be returned to life as normal). The 
  daemon gains fast healing 2 for a number of rounds equal 
  to its Hit Dice.
  A horrid combination of mosquito, spider, and vampire, 
  sangudaemons personify death by blood loss. These 
  horrors of Abaddon takes great pleasure in the act of 
  draining their victims of blood, considering the fluid to be 
  the essence of all mortality and the fundamental residence 
  of the soul while within a mortal body. A sangudaemon 
  bathes in the ruby humor, the fiend’s own body resembling 
  a brutal and gory massacre in full swing, with blood 
  constantly coating and glistening its armored, chitinous 
  carapace. Once the last vital drop has left a victim’s body—
  thus depriving the soul of its last defenses, according to the 
  mythology of the sangudaemons—the voracious insectile 
  horror begins to devour its victim’s spirit in earnest.
  An individual sangudaemon stands about 5 feet tall, 
  weighs 200 pounds, and has a wingspan of 6 feet.
  Ecology
  A sangudaemon typically spawns from the soul of an 
  evil mortal who died due to blood loss, such as a casualty 
  of giant leeches or mosquitoes, or possibly the drained 
  victim of a ravenous vampire. Whatever the cause, a 
  sangudaemon seeks to inf lict its cruel fate upon others, 
  traversing the planes in search of mortal victims to 
  bleed and consume. Wherever a sangudaemon goes, 
  blood follows, as its mere presence seems to indicate 
  a thinning of bodily f luids and the ensuing chaos of 
  merciless and nondiscriminatory bloodletting.
  Perhaps more so than any other caste of daemon, 
  sangudaemons “hunt” for souls in the most traditional 
  sense of the word. Lurking primarily at night while on the 
  Material Plane, a sangudaemon prowls the darkest corners 
  of urban areas and sparsely populated lands alike, preying 
  on unwary victims and dragging them back to its secluded 
  Sangudaemon
  This vaguely arachnid creature is the size of a human and is 
  composed entirely of blood, globs of the viscous stuff dripping 
  down its spindly legs and from its serpentine maw. A jagged 
  set of obsidian fangs protrudes from its drooling mouth, and 
  huge dragonfly wings of crimson blood splay from the thing’s 
  back producing a terrifying buzz.
  Sangudaemon 
  CR 9
  XP 6,400
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., scent; Perception +18
  Aura bleeding aura (30 ft.)
  DEFENSE
  AC 23, touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural)
  hp 114 (12d10+48)
  Fort +12, Ref +13, Will +7
  DR 10/good or silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +19 (1d8+7/18–20/×3 plus bleed), 2 claws +19 (1d6+7 
  plus grab)
  Special Attacks bleed (2d4+1), blood drain (1d2 Constitution), 
  drain soul
  Spell-Like Abilities (CL 12th; concentration +14)
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—death knell (DC 14), invisibility, summon swarm
  1/day—hold monster (DC 17), summon (level 6,  
  1 sangudaemon 40%)
  STATISTICS
  Str 24, Dex 21, Con 19, Int 10, Wis 16, Cha 15
  Base Atk +12; CMB +19 (+23 grapple); CMD 35 (47 vs. trip)
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, 
  Dodge, Flyby Attack, Improved Initiative
  Skills Escape Artist +20, Fly +24, Intimidate +17, Perception +18, 
  Sense Motive +18, Spellcraft +15
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ augmented critical, contagious gore
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, cluster (2–5), or hunt (6–10)
  Treasure standard
  SPECIAL ABILITIES
  Augmented Critical (Ex) A sangudaemon’s bite threatens a 
  critical hit on a roll of 18–20 and deals ×3 damage on a 
  successful critical hit.
  Bleeding Aura (Su) Within the daemon’s aura, blood gushes 
  from wounds at an increased rate. All bleed effects deal an 
  additional +2 points of damage (included in the daemon’s 
  bleed damage). Heal checks made to stop bleeding or 
  stabilize a dying creature, Constitution checks made to 
  
  14
  55
  The Soul Reavers
  den. Such lairs are gory, dark places, the walls entirely 
  awash in blood. From the ceiling of a sangudaemon’s 
  lair, the fiend hangs the cocooned bodies of countless 
  victims, some still barely conscious beneath their 
  grotesque wrappings—bindings made of hardened blood 
  and the effluvium of devoured and regurgitated souls. A 
  sangudaemon entombs its victims in these fibrous casings 
  like a giant spider does its prey, slowly sucking the bodies 
  dry of both blood and spirit. Sangudaemons keep their 
  lairs underground or at high elevations in order to best 
  preserve the bodies within, though when the cocoons have 
  been completely leeched, the remnants begin to crumble 
  into dust, and such charnel houses eventually fill with the 
  dry, brittle ashes of victims.
  Habitat & Society
  While out hunting in either the wastes of Abaddon or 
  throughout other planes, sangudaemons often work 
  in packs of up to 10 individuals, and though they 
  hunt together, they much prefer to keep their own 
  independent lairs to drag victims back to for slower 
  feedings. Other daemons find sangudaemons’ potent 
  abilities useful, especially on battlefields where blood 
  is spilt. Piscodaemons and purrodaemons in particular 
  find use for their services, shedding much blood in 
  their destructive rampages and benefiting from 
  sangudaemons’ unique and devastating control over 
  spilt blood.
  While sangudaemons sometimes spawn 
  from the souls of blood-drained victims of 
  vampires, the daemons and the undead share no 
  love for one another, and many sangudaemons 
  openly despise vampires. Some speculate that 
  sangudaemons that hate vampires do so because they 
  themselves were victims to the undead as mortals, and a 
  faint and bitter impression permeates their otherwise 
  vacuous recollection. The contempt some 
  sangudaemons have for vampires often 
  runs so deep that the daemons seek out 
  these 
  undead 
  souls 
  in 
  particular, 
  hoping to utterly consume them, as 
  sangudaemons often find vampires’ 
  tainted blood even more delicious than 
  any other creature’s. A sangudaemon 
  will at times trade numerous souls and 
  soul gems via Abaddon’s markets for 
  just a single vampire’s soul, so much 
  do they delight in the obliteration 
  and consumption of the thing. 
  As such outspoken hunters 
  of vampires, sangudaemons 
  often find themselves at 
  odds with the goals of 
  Urgathoa, Abaddon’s resident goddess of undeath. Though 
  most daemons would never dream of siphoning some of 
  her destined souls to sate their own hungers, the mere 
  existence of the two polar forces within the blasted lands 
  nevertheless creates an uncomfortable tension between 
  the fiends and the goddess. What the two sides agree on 
  is excessive gluttony, though Urgathoa’s followers often 
  partake merely of food, whereas sangudaemons indulge 
  themselves purely on blood.
  As a caste, sangudaemons have a distinct preference 
  for service to both Apollyon and Szuriel. Those in service 
  to the Horseman of Pestilence live in his festering 
  swamps and frequently incubate various hemorrhagic 
  fevers and blood-thinning diseases within their various 
  pockets of consumed mortal blood, keeping the diseases 
  alive and active until they can be dispersed through new 
  populations for maximum carnage. Szuriel, meanwhile, 
  spreads the plague of war wherever she passes, and thus 
  bloodshed is an inevitability; whether this large-scale 
  bloodletting is brought on by the tip of a sword or the 
  hungering jaws of a sangudaemon matters not to the 
  Horseman of War, and she gladly accepts the services of 
  the eager and hungry sangudaemons, who are driven to 
  ecstatic revels by battlefield gore.
  
  56
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Suspiridaemon
  This tall, three-legged fiend possesses an avian body and head, save 
  for its gangly arms, which end in thin, clawlike fingers. Its scrawny 
  neck is adorned with three thick iron rings, and a grotesquely long, 
  barbed tongue resembling an octopus’s tentacle winds out of its 
  oversized beak. Burst blood vessels fill the creature’s wide eyes, and 
  reddish speckled blotches cover its cyanotic flesh.
  Suspiridaemon 
  CR 7
  XP 3,200
  NE Medium outsider (daemon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +14
  Aura thin air
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
  hp 85 (9d10+36)
  Fort +9, Ref +9, Will +8
  DR 10/good or silver; Immune acid, disease, death effects, 
  poison; Resist cold 10, electricity 10, fire 10, sonic 30; SR 18
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d4+4), tongue +8 (1d6+6/19–20 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
  Special Attacks concussive gasp, constrict (1d6+6), strangle, 
  suffocate
  Spell-Like Abilities (CL 9th; concentration +13)
  At will—death knell (DC 16), ghoul touch (DC 16), ray of 
  enfeeblement
  3/day—stinking cloud (DC 17), vampiric touch (DC 17)
  1/day—cloudkill (DC 19), summon (level 4, 1d3 
  lacridaemons 35%)
  STATISTICS
  Str 19, Dex 17, Con 18, Int 14, Wis 15, Cha 18
  Base Atk +9; CMB +13 (+17 grapple); CMD 27
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Critical (tongue), Improved Initiative
  Skills Climb +16, Diplomacy +16, Intimidate +16, Knowledge 
  (nature) +14, Knowledge (planes) +14, Perception +14, Sense 
  Motive +14, Stealth +15
  Languages Abyssal, Draconic, Infernal (cannot speak); 
  telepathy 100 ft.
  SQ no breath
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, gang (2–4), or mob (5–9)
  Treasure standard
  SPECIAL ABILITIES
  Concussive Gasp (Su) Once per day, a suspiridaemon can inhale 
  with such sudden force as to evacuate the air in its proximity, 
  causing a sudden wave of air pressure from the implosion. 
  Every creature within 30 feet must make a DC 18 Fortitude 
  save or take 5d6 points of sonic damage and become sickened 
  for 1d4 rounds. Any creature that makes a successful save takes 
  only half damage and is not sickened. A suspiridaemon cannot 
  perform this ability if it is currently grappling a creature with 
  its tongue. The save DC is Constitution-based.
  Strangle (Ex) Suspiridaemons have an unerring talent 
  for seizing their victims by the neck. A creature that is 
  grappled by a suspiridaemon cannot speak or cast spells 
  with verbal components.
  Suffocate (Ex) A creature affected by the daemon’s strangle 
  ability cannot breathe and must hold its breath. Because 
  of the daemon’s thin air aura, this can quickly render an 
  opponent unconscious.
  Thin Air (Su) A suspiridaemon’s aura makes the air around it 
  difficult to breathe. Creatures that need to breathe can only 
  hold their breath half as long as normal while within this 
  aura, and suffer from altitude sickness as if in a low peak or 
  high pass (see Altitude Zones, Core Rulebook 430).
  Horrid fiends whose very presence makes the air difficult 
  to breathe, suspiridaemons personify death by suffocation. 
  Discolored and blotched like the stagnant blood of a 
  suffocated corpse, a suspiridaemon enjoys nothing more 
  than the last choked gasp of a victim as it wraps its tongue 
  around the creature’s throat. While a suspiridaemon does 
  not normally breathe, its body is nonetheless convulsive 
  and twitchy; coupled with its utterly silent demeanor, they 
  excel at slow, gruesome kills while hiding in the shadows. 
  The only time a suspiridaemon makes a noticeable noise 
  is when it suddenly loosens the binds around its neck and 
  inhales a booming breath, the sudden loss of air enough to 
  make foes fall ill.
  Ecology
  A suspiridaemon arises from an evil soul that died by 
  suffocation, drowning, or execution by hanging. Each 
  individual suspiridaemon bears the mark of its particular 
  manner of mortal death—usually in the form of the 
  bruised or mangled flesh of its throat—and the large iron 
  collars around its neck hide such shameful reminders of 
  life, though the suspiridaemon itself is often unaware of 
  this. A suspiridaemon comes into being with the rings 
  already bound around its throat, so that it never witnesses 
  the afflictions that sent it to Abaddon in the first place. It is 
  thought that should the collars around a suspiridaemon’s 
  throat ever be broken, the fiend’s head would crook 
  clumsily downward, allowing the monster to see wounds 
  that might remind it of the terrible death it endured in 
  its past existence.
  Suspiridaemons pride themselves on the number of 
  souls they have deprived of life by strangulation, and 
  this amount often corresponds to the number of iron 
  rings a suspiridaemon wears on its body. While most 
  suspiridaemons are relatively weak compared to their 
  
  14
  57
  The Soul Reavers
  daemonic kin, a particularly skillful individual who 
  is talented at crafting as well as killing can construct 
  iron collars adorned with gem slots, items that give the 
  suspiridaemon the ability to contain the souls of its victims 
  in the rings for trade in the soul markets of Abaddon. When 
  a suspiridaemon is slain, its iron rings disintegrate into 
  ash, and any gems held within are shattered as well, freeing 
  the trapped souls.
  A 
  suspiridaemon 
  generally 
  uses 
  stealth 
  when 
  confronting foes. Unleashing its long, winding tongue 
  from a dark corner, one of these fiends will strangle an 
  unwary foe in isolation from the rest of the creature’s 
  party. When in combat, a suspiridaemon greatly prefers 
  to kill its enemies by its own hands or its barbed tongue, 
  using its arcane abilities and other daemonic gifts to 
  wear down or sow discord into a group of opponents. To 
  a suspiridaemon, there is no act more appreciable than 
  choking the life from a victim, and bringing the creature 
  close to hear its final, distorted gasp.
  A suspiridaemon prefers to take souls from creatures 
  who are on the verge of death, but aren’t quite there yet; 
  the fiend gazes at its victim’s expiring face, drawing the 
  dying creature’s soul out of it with a solemn suspension 
  of the daemon’s normal twitching and convulsing. Those 
  who have witnessed a suspiridaemon draw the life from a 
  creature claim that the fiend almost seems to be inhaling 
  fresh air for the first time as the victim’s physical shell 
  expires, and for the briefest moment, the monster appears 
  to breathe normally. The eerie spectacle ends as quickly as it 
  begins, however, as the suspiridaemon sets its gaze upon its 
  next victim, preparing its vicious tongue for another attack.
  Habitat & Society
  While many daemons dedicate their loyalty to 
  one of the Horsemen or some other power within 
  Abaddon, either based on their origins, historical ties, 
  or environmental circumstances, no such proclivities 
  exist 
  for 
  suspiridaemons. 
  Suspiridaemons 
  avoid 
  operating under masters whenever possible, preferring 
  more individualistic careers of murder and destruction. 
  They tend to work well with other daemons when forced 
  into doing so, though the more daring individuals tend 
  to stray from Abaddon and gravitate toward population 
  centers on other planes to stalk prey as they please. 
  Suspiridaemons traversing the multiverse in a pack 
  regularly take their small hunting parties into the 
  wilderness around smaller settlements, ravenous in their 
  pursuit of those who stray from the protective gazes of 
  allies. While their killing tactics are as ruthless as any 
  other daemon, suspiridaemons’ murders are particularly 
  shrouded in a cold manner of sincere and solemn 
  contemplation, their grisly crimes against souls veiled in 
  a mist of contempt toward the living as well as hatred for 
  themselves. Some speculate that this self-hatred might 
  be connected to the lingering doubts as to their origins, 
  the itch beneath their iron collars that reminds them of 
  their own past mortality. Whatever the cause of their self-
  doubt, the feeling does not seem to bother most other 
  daemons, who generally view suspiridaemons as useful 
  companions whether inside or outside of Abaddon. 
  Piscodaemons and sangudaemons in particular consider 
  them among the most ideal lesser daemons to command.
  Suspiridaemons cannot speak, and rarely use their 
  powers of telepathy to communicate, simply nodding 
  discreetly when given a task by a more powerful daemon. 
  This silent subservience only adds to other daemons’ 
  general appreciation of their humble and disturbing 
  demeanors, though most are sure to keep the strangling 
  fiends at a distance.
  
  58
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Temerdaemon
  This creature lurches forward on multiple arms and legs, its 
  spine contorted into a painful curve with its hips higher than 
  it head. Seemingly distracted and muttering to itself, the thing 
  rarely looks up with its glowing red eyes, its hair composed of 
  hundreds of thin, white tendrils that hang over its head like 
  a veil. Strapped onto the creature’s body at various points are 
  sacks and belt pouches stuffed with bizarre collections of objects, 
  and its rear arms wield a wide, black bladed scythe, still coated 
  with the blood of the fiend’s last victim. 
  Temerdaemon 
  CR 14
  XP 38,400
  NE Large outsider (daemon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +27
  Aura reaper’s curse (30 ft.)
  DEFENSE
  AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
  hp 195 (17d10+102)
  Fort +16, Ref +11, Will +17
  DR 10/good and silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 25
  OFFENSE
  Speed 30 ft.
  Melee +1 scythe +24/+19/+14/+9 (2d4+10/×4 plus confusion), 
  2 claws +22 (1d4+6 plus confusion)
  Space 10 ft.; Reach 10 ft.
  Special Attacks confusion
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—bestow curse (DC 19), death knell (DC 17), gaseous 
  form, passwall, stone shape, telekinesis
  3/day—disintegrate (DC 21), greater dispel magic, illusory 
  wall, suggestion (DC 18)
  1/day—summon (level 6, 1 hydrodaemon 50%)
  STATISTICS
  Str 23, Dex 18, Con 23, Int 13, Wis 24, Cha 20
  Base Atk +17; CMB +24; CMD 38 (42 vs. trip)
  Feats Blinding Critical, Cleave, Combat Expertise, Critical 
  Focus, Improved Initiative, Improved Trip, Lightning 
  Reflexes, Power Attack, Weapon Focus (scythe)
  Skills Bluff +25, Climb +26, Intimidate +25, Knowledge (planes) 
  +13, Knowledge (religion) +12, Perception +27, Sense Motive 
  +27, Stealth +20
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ undersized weapons
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or trapper gang (3 temerdaemons 
  and 15–30 cacodaemons)
  Treasure standard (+1 scythe, other treasure)
  SPECIAL ABILITIES
  Confusion (Su) Creatures struck in combat by a temerdaemon’s 
  claws or scythe must succeed at a DC 25 Will save or be 
  confused for 1 round. This is a mind-affecting effect. The 
  save DC is Charisma-based.
  Reaper’s Curse (Su) Those in proximity to a temerdaemon 
  are afflicted by a profound increase in self-inflicted and 
  ally-inflicted wounds, failures in magic, and similar 
  accidental damage. Arcane spell failure chances for armor 
  are doubled. A creature that rolls a natural 1 on its attack 
  roll automatically rerolls the attack against itself (01–50%) 
  or an ally (51–100%). If there is no ally in range, the attack 
  always targets the creature. A creature that rolls a natural 
  1 on its roll to cast defensively suffers a mishap (see 
  Scroll Mishaps, Core Rulebook 491). Skill checks that have 
  serious consequences if failed by 5 or more (such as Climb, 
  Disable Device, and Swim) have these consequences on all 
  failed checks.
  Temerdaemons personify the concept of accidental death. 
  A knight falls upon her sword, a peasant trips and breaks 
  his neck, a structure fails in ways its builders never foresaw 
  and buries dozens of innocents, and meanwhile, a distant 
  temerdaemon cackles knowingly. While true accidents 
  please the fiend, it also delights in engineering the 
  mishaps itself, crafting incomprehensibly complex plots 
  that lead to the slaughter of as many mortals as possible. 
  A temerdaemon often wades into the aftermath of such 
  engineered catastrophes, carving apart the crippled 
  survivors and sowing mass confusion and hysteria by its 
  very proximity.
  A gangly mass consisting of a rotund torso, four arms, 
  and four legs, the average temerdaemon is 10 feet long and 
  weighs 1,200 pounds, not counting its bizarre collection of 
  mechanical fetishes and tinkering equipment.
  Ecology
  Lesser fiends who follow in an existing temerdaemon’s 
  wake and learn from the daemon’s actions are those most 
  typically chosen by one of the Four Horsemen or a member 
  of the daemonic elite for elevation into this terrible caste 
  of crippled giants. Occasionally, however, an evil mortal 
  soul proves worthy of such a station, having died in a 
  singularly horrific accident, especially one engineered 
  by its own hands. In such cases, transition from soul to 
  temerdaemon is swift—on a cosmic scale—and made even 
  swifter by a proclivity to prey upon other mortals.
  Though Zyphus—the god of accidental deaths and 
  tragedies—is thought by some to be the conceptual 
  father of temerdaemons, the Grim Harvestman has never 
  outright claimed responsibility for them. Nonetheless, he 
  frequently delights in temerdaemons and the infrequent 
  unconsumed souls they send his way. Neither Zyphus 
  nor the temerdaemons seek to disrupt the other’s claim 
  over particular souls; they find the destinations of such 
  
  14
  59
  The Soul Reavers
  tragically doomed mortals frequently cross paths, and 
  are as likely to end up in the hands of daemons as the 
  god’s minions.
  Cultists of Zyphus often revel in the doings of 
  temerdaemons, though the daemons themselves despise 
  such worship by the very mortals they seek to destroy. 
  Even slaying these foolish accident-worshipers is hardly 
  enough for the angry temerdaemons, as the daemons’ 
  masterfully constructed accidents are wasted on those 
  who actually hope for the horrid events. According to 
  temerdaemons, freak accidents are best engineered for 
  those who go about life with little concern for danger, 
  especially those who least expect such misfortune to 
  befall them. People who watch their backs—including 
  paranoids and betrayers—don’t satisfy the morbid 
  desires of temerdaemons as much as the daydreaming 
  child or absent-minded village idiot.
  No two temerdaemons look exactly the same, as these 
  treacherous beings take on as many forms as there are 
  ways to freakishly die. Particularly powerful individuals 
  may rise to enormous sizes, possessing dozens of legs 
  and arms, as well as multiple heads, all of which strive 
  to wreak as much disaster as possible upon the souls 
  around them.
  Habitat & Society
  Temerdaemons wander the multiverse in search of 
  opportunities for sabotage and treachery. Those cultists 
  of Zyphus foolish enough to summon the daemons in 
  hopes of bargaining with them for their services often 
  find themselves victims of their own elaborate rituals. 
  In their most fortunate cases, a temerdaemon arises on 
  the Material Plane only to greet its summoners with its 
  wicked smile and deadly aura, causing chandeliers to 
  fall upon unwary victims’ heads, robed priests to trip 
  onto sharp candelabras, and sconces to break off of 
  walls and ignite dusty curtains to set an entire building 
  on fire. Now on the Material Plane, its summoners 
  dead, a temerdaemon strives to create as much havoc 
  and mischief as possible before being banished to its 
  home in Abaddon. If it weren’t for the extravagant 
  and terrifically tragic manner of his worshipers’ 
  deaths, Zyphus might be rather displeased with the 
  actions of these cunning daemons, but as it stands, 
  there is rarely conf lict between the two forces, which 
  inadvertently share similar goals.
  Temerdaemons rarely cooperate among themselves 
  when crafting masterful hazards, preferring to enact 
  their deadly accidents on their own and later boast to their 
  kindred of their massacres. No two accidents are alike, and 
  though temerdaemons sometimes gather in groups of two 
  or three for particularly elaborate schemes, they have no 
  reason to share their techniques or formulate plans for 
  long, as premeditating a particular slaughter is entirely 
  counterproductive in the eyes of a temerdaemon. To these 
  improvisational fiends, an accidental murder is even more 
  satisfying than a mere accidental death.
  Despite their preference to act alone, temerdaemons 
  at times happily utilize some of their lesser kindred as 
  unwitting cogs in their disastrous plans. Particular 
  among these pawns are the miniscule cacodaemons, 
  which frequently cluster in numbers of up to a dozen 
  around a given temerdaemon, ready to absorb and 
  regurgitate the souls of their greater kindred’s kills. When 
  a temerdaemon cannot attract cacodaemon followers, it 
  simply captures them, and any given temerdaemon of 
  considerable power can often be found with dozens 
  of these least daemons impaled on barbed 
  hooks, stuffed into tightly drawn satchels, or 
  crammed into small cages, each container 
  dangling from its myriad straps, belts, 
  and holsters.
  
  60
  Pathfinder Campaign Setting: Horsemen of the Apocalypse
  Venedaemon
  Silken robes drape this androgynous fiend’s form, providing 
  only an outline of the body beneath. Claw-tipped tentacles 
  emerge from the cuffs, clutching wands and soul gems, while 
  below its robe’s margins, its multiple-jointed legs—almost like 
  a reptilian insect’s—end in clawed, three-toed chitinous feet. 
  Its face remains perpetually covered by a dark veil, and a trio 
  of long, forked tongues periodically emerges from its rounded 
  mouth and tastes the air around its thin lips.
  Venedaemon 
  CR 5
  XP 1,600
  NE Medium outsider (daemon, evil, extraplanar)
  Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +5, Ref +7, Will +8
  DR 5/good or silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10; SR 16
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 tentacles +6 (1d6)
  Special Attacks arcane soul-crush
  Spell-Like Abilities (CL 6th; concentration +11)
  Constant—arcane sight
  3/day—dimension door, dispel magic, slow
  1/day—summon (level 3, 1 cacodaemon, 75%)
  Spells Known (CL 6th; concentration +11)
  3rd (4/day)—hold person (DC 18)
  2nd (6/day)—invisibility, scorching ray (DC 17)
  1st (8/day)—charm person (DC 16), mage armor, magic 
  missile, shield
  0 (at will)—acid splash, arcane mark, bleed (DC 15), mage 
  hand, prestidigitation, ray of frost (DC 15), read magic
  STATISTICS
  Str 11, Dex 15, Con 16, Int 22, Wis 16, Cha 21
  Base Atk +6; CMB +6; CMD 18
  Feats Combat Casting, Eschew MaterialsB, Improved Initiative, 
  Magical Aptitude
  Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, 
  Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge 
  (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, 
  Stealth +11, Use Magic Device +16
  Languages Abyssal, Aquan, Celestial, Common, Draconic, 
  Ignan, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or cabal (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Arcane Soul-Crush (Su) A venedaemon may consume a held 
  soul gem as a swift action, allowing it to cast any of its spells 
  known without using a spell slot. For the daemon to use 
  this ability, the consumed gem must contain the soul of 
  a creature with Hit Dice equal to or greater than the spell 
  level of the desired spell.
  The venedaemon personifies death by magic, and so 
  possesses an inborn talent for all manner of sorcery. As 
  hungry for souls as any other member of its daemonic 
  brethren, the venedaemon thirsts equally for intangible 
  wealth through the acquisition of knowledge, so that 
  it can best utilize the arcane magic lurking within its 
  blood. In particular, venedaemons yearn for the secrets 
  and magical lore held within the bindings of wizards’ 
  tomes, knowing that these arcane formulae are the key 
  to unlocking their mysterious powers. In the process 
  of acquiring such tomes of knowledge, venedaemons 
  invariably come across other forms of information—
  whether it be info regarding a rival daemon’s weaknesses, 
  lore that hints at a wealth of unclaimed souls hidden 
  in one of Abaddon’s vast caverns, or a rumor of some 
  hidden and terrible source of daemonic power—that they 
  can make use of in trading with other daemons. These 
  rumors and smatterings of advice can be sold to other 
  daemons for captured souls, and the trade often goes 
  both ways, as venedaemons are also inclined to trade 
  their hard-earned soul gems for tomes of magic other 
  fiends may have chanced upon.
  In addition to its myriad magical abilities as a 
  daemon, a venedaemon casts spells like a sorcerer with 
  a caster level equal to its Hit Dice. A venedaemon can 
  gain additional levels as a sorcerer in order to bolster 
  its arcane powers, in which case it gains a bloodline 
  (usually Abyssal or Infernal) as well as a sorcerer’s other 
  class features and special abilities.
  Venedaemons are gaunt, and despite standing close to 7 
  feet tall, they rarely weigh more than 150 pounds.
  Ecology
  Like all mundane daemons, venedaemons most often 
  form from the hunted, specifically from those evil souls 
  who died as a result of the abuse of magic—whether by 
  their own greedy hands, at the whim of powerful rivals, 
  through the inadvisable pursuit of knowledge too terrible 
  for them to safely handle, or by other spellcasters who 
  slew them for their crimes. While these hunted were often 
  spellcasters themselves, some venedaemons develop 
  from nonmagical souls that were simply casualties to 
  arcane violence. These individuals are often so tainted 
  with the magical disturbances that killed them that they 
  nonetheless develop arcane powers in an ironic twist 
  of daemonic evolution. Other times still, venedaemons 
  formulate from much odder means.
  
  14
  61
  The Soul Reavers
  Occasionally, mortal wizards 
  seek to control the awe-inspiring 
  forces of Abaddon and its daemons 
  by using cacodaemon as familiars. 
  The cacodaemon, for its part, is 
  usually willing to serve a mortal 
  master for a time in this regard, 
  though it usually has ulterior motives 
  for its servitude. When a cacodaemon 
  familiar’s master dies, the daemon 
  is often prompt in devouring the 
  mage’s soul and turning the soul 
  into a soul gem. Instead of the soul gem returning 
  to Abaddon and being consumed by a more powerful 
  daemon, sometimes the deceased mage’s power 
  triggers a reaction within the cacodaemon, fusing 
  with it and transforming the familiar over several weeks 
  or months into a new creature, typically a venedaemon 
  with no memories of its mortal or previous daemonic 
  existence. Far from being a hazard, this possibility of 
  transformation is in fact one of the primary reasons 
  why cacodaemons are sometimes eager to serve as 
  familiars, as it represents one of the only ways for a 
  cacodaemon to advance its station.
  Habitat & Society
  Most venedaemons are relatively weak compared to 
  the towering daemonic brethren that inhabit Abaddon, 
  and knowing this, they often work together as best they 
  can, collaborating in groups with other venedaemons, 
  or in conjunction with other fiends willing to accept 
  their services. Hurled into Abaddon with an innate 
  talent for magic but only scraps of its mortal knowledge 
  remaining, the average venedaemon ultimately flocks 
  to the service of a more powerful daemon willing to act 
  as a patron that lets the venedaemon pursue its studies. 
  In such arrangements, the venedaemon slowly gains 
  power and influence within the confines of its daemonic 
  partnership, which often consists of itself, its daemonic 
  master, and many other daemons acting as a team 
  built on the shared goal of total mortal annihilation. 
  This daemonic horde traverses planes searching for 
  opportunities to create mass destruction, the master 
  simply using the venedaemon for its magical qualities 
  to slaughter mortal souls. As the venedaemon gleans 
  what it can from the charred remains of dead mortal 
  spellcasters’ volumes of scribbled formulae, it gradually 
  strengthens its unspeakable powers, and in time, the 
  tables are turned, and when the venedaemon slays its 
  patron, it gains dominion over dark magic as well as its 
  brethren. Those venedaemons who do not wish to submit 
  to the will of a more powerful daemon in order to pursue 
  knowledge often simply prefer to be left alone to their 
  research, experimenting on mortals with their dark arts 
  and occasionally selling their findings to other daemons 
  for souls and magical artifacts.
  Venedaemons find themselves aligned with the 
  lesser fiends of Abaddon, particularly the equally lowly 
  ceustodaemons, whose deathly association with the 
  energies and particularly subservient standing among 
  daemons makes the two obvious allies. Cacodaemons 
  also make for suitable alliances, as a venedaemon may 
  help guide its smaller brethren to capture the soul of 
  an opposing spellcaster, allowing the cacodaemon to 
  mature with the soul and in time develop into a fellow 
  venedaemon. Within the realm of Abaddon, venedaemons 
  gravitate toward the River Styx for its mysterious, 
  memory-wiping properties, for many venedaemons 
  themselves find a peculiar yearning for their memories, 
  if only to regain even more of the power they once 
  possessed, somewhere in the dark recesses of their mind.
  
  Oblivion’s Creation
  While Abaddon’s daemons have experimented endlessly upon themselves over the eons—forming new 
  daemon castes and specialized varieties of their kind intended for specific means of destruction—most 
  inhabitants of other planes only know the daemons for their insatiable hunger for obliterating and 
  consuming souls. While the Four do seek to bring death to all things, mortal and otherwise, one of the 
  paradoxes that defines their existence is their simultaneous need for destruction and love of twisted 
  creation. Rather than the blasphemy one might expect, creating new and innovative mechanisms by 
  which the cosmos may be flayed and stripped is one of daemonkind’s chief pastimes. 
  Among these daemonic creations which plague the planes, the demons of the Abyss rank foremost, 
  having entirely reshaped 
  the nature of that plane 
  and the balance of power 
  among the residents of 
  the Outer Sphere. But as 
  horrific as that race may 
  be, Abaddon’s fiends have also 
  unleashed dozens of other, lesser-
  known horrors upon the planes, 
  hideous monstrosities borne from the 
  tinkering and warping of flesh and soul.
  Urdefhan
  The urdefhan are a bizarre race of 
  vampiric humanoids who dwell on the 
  Material Plane, created by an unknown 
  Horseman in eons past as a part of 
  a grotesque social experiment. The 
  daemons seeded urdefhan into the 
  Orvian Vault of Minos-Pashat on 
  Golarion, a world on the Material 
  Plane. The urdefhan have 
  butchered their way to prosperity 
  throughout the vast chasms of 
  Orv, and when they die, their souls 
  fly to Abaddon, where they are 
  tortured and mutilated mercilessly 
  by the hands of their makers. The 
  urdefhan would have it no other 
  way—they still worship the Horsemen 
  as their creators collectively, having had sporadic 
  contact with summoned daemons and rare visitations 
  by representatives of the Four, especially those of 
  Trelmarixian and Szuriel, who push them to 
  continue their construction of weapons 
  and diseases, ensuring the 
  race continues down its 
  innate, genocidal path.
  
  Diseases
  Some of the most devastating diseases and 
  pandemics to curse the surface of Golarion were 
  crafted by Apollyon, the Horseman of Pestilence, as 
  well as those Horsemen who came before him in his 
  role. In the depths of Abaddon near the Throne 
  of Flies, the Horseman churns thick slurries of 
  decay within massive onyx cauldrons. It was there, 
  in his private laboratory, that he devised such 
  diseases as enteric fever, sleeping sickness, and 
  leprosy. While magic-users can easily cure those 
  bearing such deadly afflictions, regions where the 
  aid of magic is scarce suffer the worst of these 
  contagions, which can kill their victims in mere 
  days in most cases. Other diseases, including 
  tetanus, bonecrusher fever, and even the bubonic 
  plague (whom many have taken to calling 
  Daemon’s Touch for this very reason), have been 
  attributed to the Lord of Pestilence as well, but 
  the Horseman gives no indication as to the 
  truth of any of these rumors.
  Tainted Mortals
  Given a daemon’s tendency to mutilate and consume mortals whenever given the chance, it seems 
  strange that any of their kind would mate with a mortal creature and produce offspring. Yet 
  such half-breeds exist. Among the countless warped priests of the Horsemen, many have dared to 
  summon and couple with the soul-eaters, either in 
  an attempt to breed captive soul-eating beasts for 
  themselves or in hopes of pleasing the Horsemen 
  with their unholy unions. Yet fully half of such 
  examples of daemon-descended tiefling births are 
  non-consensual on the part of the mortal parent, 
  resulting from either daemonic rape as part of 
  grotesque experimentation, or the unexpected 
  “boon” of summoning a particularly powerful 
  daemon. It is thought by some that the Four 
  Horsemen themselves may encourage such acts of 
  freakish intimacy, seeking to spread half-daemon 
  monstrosities across the worlds of the Material 
  Plane. Through such liaisons and magical 
  infusions, erodaemons, venedaemons, and other 
  fiends of Abaddon collectively lay claim to some 
  of the most corrupt bloodlines spawned on the 
  Material Plane. Among the willing participants 
  in mortal-daemon relations are the vile 
  urdefhans, whose copulations with such horrors 
  spawn abominations of unparalleled monstrosity.
  From the Book of the Damned
  With the astradaemons, they pierce the 
  lofty boundary of the Astral, stealing souls 
  not meant for the divine punishment of 
  Abaddon. With the hydrodaemons, the 
  piscodaemons, and the thanadaemons, they 
  penetrate the Styx, an amnesiac, macabre 
  parody of a river. With the creation of the 
  demons, they proved that even the warped 
  and damning realm of the Abyss is vulnerable 
  to daemonic influence.
  These are the works of the Four, and 
  countless others lurk just out of sight, secret 
  cancers waiting and festering until it is far 
  too late to escape.
  —The Book of the Damned,
  “Horrors of the Four”
  Curator’s Note
  If you have reached this note, then you 
  have clearly ignored my warnings and gone 
  beyond the bounds of what mortals and were 
  meant to know. Never forget that these are 
  the secrets for which an angel was cast from 
  Heaven’s sweet embrace, simply for daring to 
  commit such heretical histories and rumors to 
  the page. These pages are the last resting place 
  of truths that find words only in the mouths 
  of madmen. If you have come this far, there 
  is no returning. You have my welcome, and 
  my sincerest apologies. 
  —Djavin Vhrest,
  Curator of Apocrypha Forae Logos, Absalom
  
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  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Daemon, Ceustodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Oinodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by Peter Brown.
  Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: 
  Todd Stewart.
  
  Denizens of Abaddon
  The following list compiles many of the deities, demigods, and other powerful entities known to rule on Abaddon, as well as the horrors that most 
  concern them and the powers they grant worshipers.
  DEITY 
  ALIGNMENT 
  AREAS OF CONCERN 
  DOMAINS 
  FAVORED WEAPON
  HORSEMEN
  Apollyon 
  NE 
  pestilence 
  Air, Darkness, Destruction, Evil 
  scythe
  Charon 
  NE 
  death 
  Death, Evil, Knowledge, Water 
  quarterstaff
  Szuriel 
  NE 
  war 
  Evil, Fire, Strength, War 
  greatsword
  Trelmarixian 
  NE 
  famine 
  Earth, Evil, Madness, Weather 
  spiked gauntlet
  GODS
  Urgathoa 
  NE 
  disease, gluttony, undeath 
  Death, Evil, Magic, Strength, War 
  scythe
  Zyphus 
  NE 
  accidental death, graveyards, tragedy 
  Death, Destruction, Evil, Plant, War 
  heavy pick
  HARBINGERS
  Aesdurath 
  NE 
  magical catastrophes, immortality, liches 
  Death, Evil, Magic, Trickery 
  dagger
  Ajids 
  NE 
  mutilation, skinning, trophy taking 
  Death, Evil, Madness, War 
  war razor
  Anogetz 
  NE 
  coups, animal attacks, revolution 
  Animal, Destruction, Evil, Liberation 
  spiked gauntlet
  Arlachramas 
  NE 
  dehumanization, disposal, euthanasia 
  Community, Death, Evil, Strength 
  warhammer
  Braismois 
  NE 
  broken deals, fine print, unfair bargains  
  Evil, Knowledge, Rune, Trickery 
  light mace
  Cixyron 
  NE 
  electricity, gunpowder, poisonous metals 
  Artifice, Earth, Evil, Knowledge 
  musket
  Corosbel 
  NE 
  failed martyrdom, false worship, ritual death 
  Death, Evil, Repose, Trickery 
  dagger
  Diceid 
  NE 
  invasive species, mass extinction, natural disasters 
  Animal, Evil, Plant, Weather 
  scythe
  Ealdeez 
  NE 
  reversion, regression, savage revenge 
  Animal, Destruction, Evil, Strength 
  greatclub
  Folca 
  NE 
  abduction, strangers, sweets 
  Charm, Evil, Travel, Trickery 
  net
  Geon 
  NE 
  nightmares, quartering, trampling 
  Air, Evil, Fire, Travel 
  lance
  Hastrikhal 
  NE 
  explosions, immolation, pyromaniacs 
  Destruction, Fire, Evil, Madness 
  spear
  Jacarkas 
  NE 
  hobbling, lobotomizing, slavery 
  Death, Destruction, Evil, Nobility 
  bolas
  Laivatiniel 
  NE 
  anxiety, coddling, unhealthy parental love 
  Charm, Evil, Trickery, Madness 
  light crossbow
  Llamolaek 
  NE 
  rebirth, rites of passage, transformation 
  Air, Evil, Liberation, Strength 
  whip
  Mneoc 
  NE 
  aging pains, organ failure, senility  
  Death, Evil, Liberation, Rune 
  dagger
  Nalmungder 
  NE 
  basements, closets, delusions of safety 
  Darkness, Earth, Evil, Trickery 
  sickle
  Osolmyr 
  NE 
  flagellation, repression, self denial 
  Evil, Glory, Healing, Madness 
  flail
  Pavnuri 
  NE 
  cacodaemons, cannibalism, secret messages 
  Death, Evil, Knowledge, Travel 
  morningstar
  Roqorolos 
  NE 
  castaways, fouled water, oceans  
  Evil, Travel, Water, Weather 
  net
  Ruapceras 
  NE 
  cyclical revenge, crusades, intolerance 
  Evil, Nobility, Strength, War 
  heavy flail
  Slandrais 
  NE 
  lechery, love potions, obsession 
  Darkness, Evil, Knowledge, Magic 
  shortbow
  Stygidvod 
  NE 
  fear of aging, radical routes to immortality, wills 
  Artifice, Evil, Knowledge, Rune 
  quarterstaff
  Tamede 
  NE 
  fungi, infected wounds, rot 
  Destruction, Evil, Plant, War 
  sickle
  Tresmalvos 
  NE 
  cesspools, rat catchers, sewers 
  Animal, Darkness, Evil, Water 
  halberd
  Uaransaph 
  NE 
  falling, nonmagical flight, projectiles 
  Air, Evil, Luck, Void 
  repeating crossbow
  Vorasha 
  NE 
  incurable afflictions, poison, toxicity 
  Evil, Magic, Scalykind, Water 
  spiked chain
  Xsistaid 
  NE 
  maggots, myiasis, parasites 
  Animal, Charm, Destruction, Evil 
  dart
  Zaigasnar 
  NE 
  destructive vanity, pins, radical body modification Charm, Destruction, Evil, Liberation 
  javelin
  Zelishkar 
  NE 
  arson, burning alive, cremation  
  Animal, Evil, Fire, War 
  ranseur
  DEMIGODS
  Ahriman 
  NE 
  divs, genies, oblivion, subversion  
  Darkness, Death, Destruction, Evil 
  heavy flail
  
  paizo.com/pathfinder
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  The End is Near!
  Since the first spark of mortal life took form, the daemons have sought to 
  extinguish it. Evil in its purest form, these terrors seek nothing less 
  than the end of all existence. Led by the Four Horsemen—War, Famine, 
  Pestilence, and Death—the armies of Abaddon work to corrupt, 
  consume, and destroy everything around them. Perfect nihilists, the 
  daemons seek only to be the last entities looking down on the dying 
  cinders of the cosmos before they themselves are consumed, and 
  only darkness remains.
  Within this book, you’ll find:
  ► 
  Complete descriptions of the Four Horsemen and 
  their armies of soul-devouring daemon servitors.
  ► 
  An overview of the wasteland realm of Abaddon, 
  the private domains of its masters, and several other 
  forsaken locations.
  ► 
  Rules for the daemon-worshiping souldrinker prestige class.
  ► 
  An introduction to the soul economy, and how captured souls 
  are traded and used by fiends and mortals alike.
  ► 
  Secret histories of previous Horsemen.
  ► 
  New daemonic spells and magic items.
  ► 
  Overviews of the different castes of daemons, plus tips and 
  tricks to aid in their summoning.
  ► 
  Statistics for eight new daemons ready to bring the horrors of 
  the cosmos to players’ doorsteps.
  Horsemen of the Apocalypse is intended for use with the Pathfinder 
  Roleplaying Game and Pathfinder campaign setting, but can easily be 
  used in any fantasy game setting. While Horsemen of the Apocalypse is a 
  standalone product, it also serves as a companion to Princes of Darkness: 
  Book of the Damned, Vol. 1, which details the legions of Hell, and Lords of 
  Chaos: Book of the Damned, Vol. 2, covering the hordes of the Abyss.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Campaign/Book of the Damned, Volume 3 - Horsemen of the Apocalypse.pdf