Daemon, Hydrodaemon

Hydrodaemon (CR 8)1
Large outsider (aquatic, daemon)
Init 12; Senses darkvision, detect magic; Notice 23
Defense
AC 20, touch 11, flat-footed 18; SR 17
(+2 Dex, +9 natural, –1 size)
HP 95 (10d10+40)
Fort +7, Ref +9, Will +7
DR 10/geranite; Immune acid, death, disease, poison; Resist cold 10, electricity 10, fire 10
Offense
Speed 30 ft., fly 40 ft., swim 60 ft.; glide
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; caster check +11)
Constant—detect magic, water walk
At will—acid arrow, blackness
3/day—control water, greater teleport, summon monster V (water subtypes)
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; CMD 27
Combat Maneuvers +4 grapple
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception)
Skills Intimidate +15, Knowledge (planes) +12, Perception +13, Sense Motive +13, Stealth +11
Languages Abyssal, Infernal; telepathy 100 ft.
SQ amphibious
Ecology
Environment Realms Beyond (Perdition)
Organization solitary, gang (2–5), or mob (6–12)
Treasure standard
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. While gliding, the hydrodaemon gains the pounce ability.
Sleep Spittle (Su; sleep; Con) 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.

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 Perdition, 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 Perdition. 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.


Knowledge (Planes)
DC 18: Resembling enormous, foul boggards, hydrodaemons are competent in all environments, flying, swimming, and hopping.
DC 23: The spittle missile of a hydrodaemon can put any slow-witted target to sleep, allowing the outsider to drown it or rend it to pieces.
DC 28: Hydrodaemons are one of the few species immune to the effects of the River Styx, and often attack those who walk its banks in Perdition.
DC 33: When called to Porphyra, hydrodaemons are more cooperative if they have an aquatic environment to lurk in.

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