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Hydrodaemon

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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.

Special Abilities

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 19 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.

Attributes

AC
20, Touch 11, Flat-footed 18 (+2 Dex, +9 Natural, 1 Size)
Alignment
Ne
Base Atk
+10
CMB
+15 (+9 Grapple)
CMD
27
CR
CR 8
Cha
14
Con
18
Creature Type
Outsider (Aquatic, Daemon, Evil, Extraplanar)
DR
10/cold Iron Or Silver
Dex
15
Environment
Any (Abaddon)
Feats
Cleave , Point-blank Shot , Power Attack , Precise Shot , Skill Focus ( Perception )
Fort
+11
HP
95 (10d10+40)
Immune
Acid, Death Effects, Disease , Poison , Waters Of The River Styx
Init
Ne Large Outsider ( Aquatic , Daemon , Evil , Extraplanar ) +2
Int
9
Languages
Abyssal, Infernal; Telepathy 100 Ft.
Melee
Bite +13 (1d8+4 Plus Grab ), 2 Claws +13 (1d6+4)
Organization
Solitary, Gang (25), Or Mob (612)
Ranged
Sleep Spittle +11 (Sleep)
Reach
10 Ft.
Ref
+9
Resist
Cold 10, Electricity 10, Fire 10
SQ
Amphibious, Glide
Senses
Darkvision 60 Ft., Detect Magic ; Perception +15
Size
Large
Skills
Fly +0, Intimidate +14, Knowledge (Planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21
Space
10 Ft.
Special Attacks
Rake (2 Claws +13, 1d6+4)
Speed
30 Ft., Fly 40 Ft. (Average; See Glide, Below), Swim 60 Ft.
Spell Resistance
19
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%)
Str
18
Treasure
Standard
Will
+3
Wis
11
XP
4,800
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