This translucent, shaggy, horned monster shines with an eerie blue light, and its form trickles into vapor below the waist.
Aoandon CR 12
XP 19,200
CE Medium outsider (incorporeal, native)
Init +7; Senses darkvision 60 ft., true seeing; Perception +20
Defense
AC 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
hp 152 (16d10+64)
Fort +14, Ref +12, Will +12
Defensive Abilities incorporeal
Offense
Speed fly 60 ft. (perfect)
Melee touch of madness +19 touch (10d6)
Spell-Like Abilities (CL 16th; concentration +22)
Constant—true seeing
At will—darkness
3/day—bestow curse (DC 20), suffocation (DC 21)
1/day—mass pain strike (DC 21), waves of fatigue
Statistics
Str —, Dex 24, Con 19, Int 20, Wis 15, Cha 22
Base Atk +16; CMB +23; CMD 40
Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Fly), Skill Focus (Intimidate), Spring Attack, Weapon Finesse, Weapon Focus (touch)
Skills Acrobatics +22, Bluff +25, Diplomacy +19, Fly +40, Intimidate +31, Knowledge (arcana) +20, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +12, Knowledge (planes) +18, Knowledge (religion) +13, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +22
Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Touch of Madness (Su) The touch of an aoandon causes maddening fear. As a standard action it can make an incorporeal touch attack that deals 10d6 damage. Any living creature damaged by an aoandon's touch attack must succeed at a DC 24 Will save or be confused for 1d4 rounds. A creature that succeeds at this saving throw can't be confused again by this aoandon's touch of madness for 10 minutes. This is a mind-affecting fear effect. The save DC is Charisma-based.
An aoandon is an incorporeal outsider formed from the spirit of a woman who died pursuing some ill-fated relationship. An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life. If that person is dead, she finds a surrogate—someone who reminds her of the wrongdoer—and acts out her delusions with unrelenting vindictiveness. These spirits can also appear as a result of mishaps with calling spells, but such instances are rare.
Calling an aoandon requires a paper lantern inscribed with runes and fueled by oils costing no less than 5,000 gp. Three or more creatures must chant the creature's name for 1 minute, then extinguish the lantern. There's a 1% chance per Hit Die the callers collectively possess that the aoandon is called. Relatives of the aoandon count as triple their normal Hit Dice. The aoandon isn't under the control of its conjurers, and can return to where she came from only after she has murdered at least one person she feels is responsible for her anguish.