Piscodaemon
Creature 10 — amphibious, daemon, fiend, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAQUATICdaemonfiendunholy
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, t
Source: pathfinder-bestiary-2 (Pre-Remaster)
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
Ref +16
Will +19
+1 status to all saves vs. magic
HP 200
Immunities death-effects, poison
Weaknesses holy 10
Speed 25 feet, swim 40 feet
Offense
Melee Claw (magical, unarmed, unholy) +23, Damage 2d10+12 slashing plus 1d6 spirit plus Grab
Melee Tentacle (agile, magical, unarmed, unholy) +23, Damage 2d6+12 bludgeoning plus 1d6 spirit plus Piscovenom
Abilities
Telepathy 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 Spells — A 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. Magic —
Attack of Opportunity —
Enhance Venom (divine, misfortune, poison) —
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.
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)
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 —
Divine Innate Spells DC 29, attack +19
5th Dimension Door
4th Dimension Door (At will), Stinking Cloud (×3)
2nd See Invisibility (Constant)
1st Detect Alignment (At will) (Good Only), Detect Poison (At will)
WORKS WELL WITH
SniperLAND / AQUATICThe Anvil's grab-and-hold control creates stationary targets that the Sniper can focus without positioning risk.
MenderLAND / AQUATICThe Anvil's absorb-and-hold frontline role creates steady HP pressure that demands tempo-matched healing.
WeaverLAND / AQUATICThe Weaver's forced movement feeds additional targets into the Anvil's grab-and-constrict control zone.
FlankerLAND / AQUATICImmobilized targets from the Anvil's grab guarantee off-guard for the Flanker's strikes.
PUNISHES
✖ mobility✖ low Fortitude✖ trigger-happy casters
Works well with · Punishes · Pairing advice
Unlock with Tactics
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