XP 9,600
NE Medium outsider (aquatic, daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., see invisibility; Perception +20
DEFENSE
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 137 (11d10+77)
Fort +14; Ref +7; Will +9
Defensive Abilities all-around vision; DR 10/good; Immune acid, death effects, disease, flanking, poison; Resist cold 10, electricity 10, fire 10; SR 21
OFFENSE
Speed 30 ft., swim 50 ft.
Melee 2 claws +18 (2d6+7/18–20/x3 plus grab and 1d6 bleed), tentacles +16 (1d10+3 plus poison)
Special Attacks augmented critical, constrict (2d6+10)
Spell-Like Abilities (CL 11th)
Constant—see invisibility
At will—dispel magic, greater teleport (self plus 50 lb. of objects only)
3/day—fly, stinking cloud (DC 16)
1/day—summon (level 4, 1d3 hydrodaemons 35%)
STATISTICS
Str 25, Dex 18, Con 24, Int 14, Wis 15, Cha 17
Base Atk +11; CMB +18 (+22 grapple); CMD 32
Feats Critical Focus, Improved Initiative, Multiattack, Power Attack, Sickening Critical, Vital Strike
Skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, Perception +20, Sense Motive +16, Stealth +18, Survival +16, Swim +29; Racial Modifiers +4 Perception
Languages Abyssal, Daemonic, Infernal; telepathy 100 ft.
SQ amphibious
SPECIAL ABILITIES
Augmented Critical (Ex)
A piscodaemon’s claws threaten a critical hit on an 18–20 and inflict x3 damage on a successful critical hit.
Poison (Ex)
Tentacles—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.