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Daemon, Piscodaemon

CR 10.00 Outsider NE Medium HD 11
This hideous cross between a lobster, an octopus, and a human threatens enemies with powerful claws and writhing tentacles.

These aquatic daemons roam the lower planes sowing misery and blight. They delight in drawn-out deaths, poisoning creatures or dismembering victims to watch them slowly bleed out. On their home plane of Abaddon, piscodaemons gravitate toward the same aquatic regions inhabited by hydrodaemons, and often the stronger among their ranks end up leading armies of hydrodaemons against their enemies. These creatures serve as sergeants in the hierarchy of Abaddon, and run their units with an excess of cruelty and violence.

Instead of preying on the weak, piscodaemons enjoy targeting strong, well-armored warriors, knowing the pain of their weakening poison rests poorly on shoulders accustomed to bearing heavy weights and delivering devastating blows.

Piscodaemons are 7 feet tall and weigh 400 pounds.

HP
137 (11d10+77)
AC
24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
Init
+8
Speed
30 ft., swim 50 ft.
Fort
+14
Ref
+7
Will
+9
BAB
+11
CMB
+18 (+22 grapple)
CMD
32
Melee
2 claws +18 (2d6+7/18-20/×3 plus grab and 1d6 bleed), tentacles +16 (1d10+3 plus poison)
DR
10/good
SR
21
str
25
+7
dex
18
+4
con
24
+7
int
14
+2
wis
15
+2
cha
17
+3

Weapons: Martial, Simple

constrict (2d6+10)

amphibious

Augmented Critical — A piscodaemon's claws threaten a critical hit on an 18–20 and inflict ×3 damage on a successful critical hit.

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Constrict (2d6+10) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Poison (tentacles) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Augmented Critical from text
A piscodaemon's claws threaten a critical hit on an 18–20 and inflict ×3 damage on a successful critical hit.

Feats, Traits & Items

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Sickening Critical from Feat

Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Escape Artist +18, Intimidate +17, Knowledge (planes) +16, Perception +16, Sense Motive +16, Stealth +18, Survival +16, Swim +29

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, Constant—See Invisibility, At will—Dispel Magic, At will—Teleport, Greater, 3/day—Fly (DC 16), 3/day—Stinking Cloud (DC 16)
Details
Type
Outsider
Alignment
NE
Size
Medium
Environment
any (Abaddon)
Organization
solitary, pair, or knot (3-5)
Treasure
standard
Senses
darkvision 60 ft., detect good, detect magic, see invisibility; Perception +16
Languages
Abyssal, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core 1 Recognized publisher
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