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PiscodaemonCreature 10


NEMediumAmphibiousDaemonFiend
Source Pathfinder Bestiary 2
Perception +19 (darkvision, see invisibility)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Athletics +22, Intimidation +19, Medicine +17, Stealth +22, Survival +19
Str +6, Dex +4, Con +6, Int +2, Wis +3, Cha +3

AC 28; Fort +22; Reflex +16; Will +19; +1 status to all saves vs. magic
HP 200
Speed 25 feet (swim 40 feet)
Immunities death effects, poison
Weaknesses Good 10

Claw One Action +23 (+18, +13) to hit (evil, magical) 1d6 Evil + 2d10+12 Slashing
Tentacle One Action +23 (+19, +15) to hit (agile, evil, magical) 2d6+12 Bludgeoning + 1d6 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Enhance Venom Reaction (divine, misfortune, necromancy, poison)

Trigger A creature within 30 feet attempts a saving throw against piscovenom


Effect The creature takes an additional 2d8 poison damage even if it succeeds at its save.

Constrict One Action

2d10+6 bludgeoning damage, DC 30 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Gory Rend Two Actions

The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 Persistent Bleed Damage and is exposed to piscovenom.

Piscovenom (poison)

Saving Throw DC 30 fortitude

Maximum Duration 6 rounds

Stage 1 1d8 poison damage and Enfeebled 1 (1 round)

Stage 2 2d8 poison damage and Enfeebled 1 (1 round)

Stage 3 4d8 poison damage and Enfeebled 2 (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 29, +19 to hit)

1st Level: Detect Alignment (At will) (Good Only), Detect Poison (At will)
2nd Level: See Invisibility (Constant)
4th Level: Dimension Door (At will), Stinking Cloud
5th Level: Dimension Door


Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. To a piscodaemon, death is but the icing on a putrescent cake-its true pleasure comes from watching, hearing, smelling, and even tasting raw anguish. While poisons and venoms are piscodaemons' preferred tools, their cruel claws are more than capable of tearing enemies asunder if necessary.

Piscodaemons dwell in fetid swamps and noxious waterways, including the River Styx, the Bile Sluice, and the Drowning Court of Charon, Horseman of Death. They are often accompanied by cadres of hydrodaemons-representations of death by drowning. While they are cunning commanders, piscodaemons are apt to forget their station in the heat of battle and slice their way to the center of the fray.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.