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