Hydrodaemon
The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.
Hydrodaemon (CR 8)
Large Outsider (Aquatic, Daemon, Evil, Extraplanar)Alignment: Neutral Evil
Initiative: +2
Senses: Darkvision 60 feet, Detect Magic; Perception +15
Speed: 30 feet, Fly 40 feet (average; see glide, below), Swim 60 feet
Space: 10 feet
Defense
Armor Class: 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)Hit Points: 95 (10d10+40)
Saving Throws: Fort +11, Ref +9, Will +3
Damage Reduction: 10/cold iron or silver
Immunity: acid, death effects, disease, poison, waters of the River Styx
Energy Resistance: cold 10, electricity 10, fire 10
Spell Resistance: 19
Offense
Melee: bite +13 (1d8+4 plus Grab), 2 claws +13 (1d6+4)Reach: 10 feet
Ranged: sleep spittle +11 (sleep)
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, Teleport, Greater (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 | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 18 (+4) | 9 (-1) | 11 (+0) | 14 (+2) |
CMB +15 (+9 Grapple)
CMD 27
Feats: Cleave, Precise Shot, Skill Focus (Perception)
Skills: Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21
Languages: Abyssal, Infernal; telepathy 100 ft.
Special Qualities: Amphibious, glide
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.Ecology
Environment: Any, GehennaOrganization: solitary, gang (2-5), or mob (6-12)
Treasure: standard
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.