Daemon, Piscodaemon
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)
- Speed
- 30 ft., swim 50 ft.
- Init
- +8
- Melee
- 2 claws +18 (2d6+7/18-20/×3 plus grab and 1d6 bleed), tentacles +16 (1d10+3 plus poison)
- BAB
- +11
- CMB
- +18 (+22 grapple)
- CMD
- 32
- Fort
- +14
- Ref
- +7
- Will
- +9
- DR
- 10/good
- SR
- 21
Weapons: Martial, Simple
constrict (2d6+10)
Augmented Critical — A piscodaemon's claws threaten a critical hit on an 18–20 and inflict ×3 damage on a successful critical hit.
Critical Focus, Improved Initiative, Multiattack, Power Attack, Sickening Critical, Vital Strike
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
Escape Artist +18, Intimidate +17, Knowledge (planes) +16, Perception +16, Sense Motive +16, Stealth +18, Survival +16, Swim +29
- 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
-
Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Sickening Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Good (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Stinking Cloud (Spell)House/Core — covered by the site's Section 15.
Loading references...