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    Daemon, Hydrodaemon

    The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.

    Hydrodaemon CR 8

    XP 4,800
    NE Large outsider (aquatic, evil, extraplanar)
    Init
    +2; Senses darkvision 60 ft., detect magic; Perception +15

    DEFENSE

    AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
    hp
    95 (10d10+40)
    Fort
    +11, Ref +9, Will +3
    DR
    10/cold iron or silver; Immune acid, death effects, disease, poison, waters of the River Styx; Resist cold 10, electricity 10, fire 10; SR 19

    OFFENSE

    Speed 30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
    Melee
    bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
    Ranged
    sleep spittle +11 (sleep)
    Space
    10 ft.; Reach 10 ft.
    Special Attacks
    rake (2 claws +13, 1d6+4)
    Spell-Like Abilities
    (CL 9th; concentration +11)

    Constant—detect magic, water walk
    At will—acid arrow, deeper darkness
    3/day—control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental only)
    1/day—desecrate, summon (level 3, 1 hydrodaemon 50%)

    STATISTICS

    Str 18, Dex 15, Con 18, Int 9, Wis 11, Cha 14
    Base
    Atk +10; CMB +15 (+9* grapple); CMD 27
    Feats
    Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception)
    Skills
    Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21
    Languages
    Abyssal, Infernal; telepathy 100 ft.
    SQ
    amphibious, glide

    SPECIAL ABILITIES

    Glide (Ex)

    A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet with average maneuverability. While gliding, the hydrodaemon gains the pounce ability.

    Sleep Spittle (Su)

    A hydrodaemon can spit at a single target within 20 feet, making a ranged touch attack as a standard action. A target hit by this spittle must succeed on a DC 19 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.

    * Editor's Note

    As originally presented, this creature has a CMB of +9 on grapples.  This appears to be a typo - the CMB should be +19 on grapple due to the creature having the grab ability.  GMs are encouraged to use this corrected value.
    About this Daemon Type...

    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.

    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.

    Source Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.