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Daemon, Piscodaemon (3pp)

This large creature resembles a bipedal lobster with long, gangly arms that end in powerful pincers. It has a short fish-like tail on its posterior and a centipede-like head with several small tentacles located just beneath its mouth.


XP 9,600
NE Medium outsider (aquatic, daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., see invisibility; Perception +20


AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 137 (11d10+77)
Fort +14; Ref +7; Will +9
Defensive Abilities all-around vision; DR 10/good; Immune acid, death effects, disease, flanking, poison; Resist cold 10, electricity 10, fire 10; SR 21


Speed 30 ft., swim 50 ft.
Melee 2 claws +18 (2d6+7/18–20/x3 plus grab and 1d6 bleed), tentacles +16 (1d10+3 plus poison)
Special Attacks augmented critical, constrict (2d6+10)
Spell-Like Abilities (CL 11th)

Constantsee invisibility
At willdispel magic, greater teleport (self plus 50 lb. of objects only)
3/dayfly, stinking cloud (DC 16)
1/daysummon (level 4, 1d3 hydrodaemons 35%)


Str 25, Dex 18, Con 24, Int 14, Wis 15, Cha 17
Base Atk +11; CMB +18 (+22 grapple); CMD 32
Feats Critical Focus, Improved Initiative, Multiattack, Power Attack, Sickening Critical, Vital Strike
Skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, Perception +20, Sense Motive +16, Stealth +18, Survival +16, Swim +29; Racial Modifiers +4 Perception
Languages Abyssal, Daemonic, Infernal; telepathy 100 ft.
SQ amphibious


Augmented Critical (Ex)

A piscodaemon’s claws threaten a critical hit on an 18–20 and inflict x3 damage on a successful critical hit.

Poison (Ex)

Tentacles—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.