Hydrodaemon

CR: 8 XP: 4,800


NE Large outsider (aquatic, daemon, evil, extraplanar)


Init: +2 Senses: darkvision 60 ft., detect magic Perception: +15


Defense

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


Resist: cold 10, electricity 10, fire 10


Immune: acid, death effects, disease, poison, waters of the River Styx


SR: 19


Offense

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%)


Statistics

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


SQ: amphibious, glide


Languages: Abyssal, Infernal, telepathy 100 ft.


Ecology

Environment: any (Abaddon)


Organization: solitary, gang (2–5), or mob (6–12)


Treasure: standard


Description

Glide (Ex) 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 17 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.

Daemon, Derghodaemon–Daemon, Hydrodaemon Daemon, Derghodaemon–Daemon, Hydrodaemon While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. In their home environment, hydrodaemons swim the sickening rivers and seas of Abaddon and the River Styx, ducking beneath the rivers of pus and bile only to leap out at enemies and rend their flesh with tooth and claw. It is said these are among the few creatures able to survive in the deadly waters of the River Styx. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims’ gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.

Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement.

Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.

530 5 530 53 Daemon, Leukodaemon This human-shaped beast has a horse’s skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird.

Source: Pathfinder Roleplaying Game Bestiary 2