NE Large outsider (aquatic, daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., detect magic; Perception +14
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 66 (7d10+28)
Fort +9, Ref +7, Will +2
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 18
Speed 30 ft., fly 40 ft. (average, see below), swim 60 ft.
Melee 2 claws +10 (1d6+4), bite +10 (2d6+4 plus grab)
Ranged sleep spittle +8 (sleep)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (2 claws +10, 1d6+4)
Spell-Like Abilities (CL 8th)
Constant—detect magic, water walk
At will—cause fear (DC 13), create water, deeper darkness
2/day—dimension door, greater teleport (self plus 50 pounds of objects only)
1/day— desecrate, summon (level 3, hydrodaemon 50%)
Str 18, Dex 14, Con 18, Int 8, Wis 11, Cha 14
Base Atk +7; CMB +12; CMD 24
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot
Skills Fly +10, Intimidate +12, Knowledge (planes) +9, Perception +14, Swim +22; Racial Modifiers +4 Perception
Languages Common, Daemonic; telepathy 100 ft.
SQ amphibious, glide
A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet and average maneuverability. A gliding hydrodaemon gains the pounce ability.
Sleep Spittle (Ex)
A hydrodaemon can fire a line of spittle at a single target within 20 feet, making a ranged touch attack as a standard action. A target hit by the spittle must succeed on a DC 17 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.