Library / Bestiary

Daemon, Piscodaemon

CR 10.00 Outsider NE Medium
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.

STR
25
DEX
18
CON
24
INT
14
WIS
15
CHA
17
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)

amphibious

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 from Feat

<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>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Sickening Critical from Feat

<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>

Vital Strike from Feat

<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

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, Constant—See Invisibility, At will—Dispel Magic, At will—Teleport, Greater, 3/day—Fly, 3/day—Stinking Cloud
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
Sources Used in This Record
12 House/Core
  • 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.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.