PiscodaemonCreature 10
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 Holy 10
Claw
+23 (+18, +13) to hit (magical, unarmed, unholy) 2d10+12 SlashingTentacle
+23 (+19, +15) to hit (agile, magical, unarmed, unholy) 2d6+12 BludgeoningTelepathy 100 feet (aura, 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.
Constant SpellsA 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
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
(divine, misfortune, 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
(2d10+6) bludgeoning damage, DC 30 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
The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 bleed 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
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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
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.
AmphibiousAn 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.
DaemonA family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.