NE Medium outsider (aquatic, daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., detect good, detect magic, see invisibility; Perception +16
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 137 (11d10+77)
Fort +14, Ref +7, Will +9
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21
Speed 30 ft., swim 50 ft.
Melee 2 claws +18 (2d6+7/18-20/×3 plus grab and 1d6 bleed), tentacles +16 (1d10+3 plus poison)
Special Attacks constrict (2d6+10)
Spell-Like Abilities (CL 11th; concentration +14)
Constant—detect good, detect magic, see invisibility
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only)
3/day—fly, stinking cloud (DC 16)
1/day—summon (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 +16, Sense Motive +16, Stealth +18, Survival +16, Swim +29
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ amphibious, augmented critical
Augmented Critical (Ex)
A piscodaemon’s claws threaten a critical hit on an 18–20 and inflict ×3 damage on a successful critical hit.
Tentacles—injury; save Fortitude DC 22; frequency 1/round for 6 rounds; effect 1d2 Constitution plus staggered for 1 round; cure 2 consecutive saves.
About this Daemon Type...
Among the cruelest daemons, piscodaemons exhibit crustacean, cephalopod, and humanoid features and revel in protracted misery caused by their own hands and the hands of their immediate underlings. Piscodaemons’ poisonous tentacles easily ravage lesser victims, but they prefer to target more powerful enemies first, both as a tactical choice and for the emotional impact when foes see the greatest among them fall. Dwelling primarily in Abaddon’s flooded, swampy, and fully aquatic regions, they often compete with hydrodaemons and frequently lead squads of their lesser cousins. On the Material Plane, their proclivity for violence attracts them to aquatic reaches around settled lands, such as swamps near towns or city sewers. From there, they tempt mortals into their lairs, delighting in massacre after brutal massacre.
Personification of Death: Poison.
Preferred Sacrifice: An armed and armored foe for the daemon to personally tear apart, or to be summoned in proximity to a crucial source of fresh water that it can taint.