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From Pathfinder Bestiary 2, which isn't enabled.

Piscodaemon

CREATURE 10

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.


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
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.


AC 28; Fort +22, Ref +16, Will +19; +1 status to all saves vs. magic
HP 200; Immunities death effects, poison; Weaknesses holy 10
+1 Status to All Saves vs. Magic
Attack 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.

Speed 25 feet, swim 40 feet
Melee Claw +23 (magical, unarmed, unholy), Damage 2d10+12 slashing plus 1d6 spirit plus Grab
Melee Tentacle +23 (agile, magical, unarmed, unholy), Damage 2d6+12 bludgeoning plus 1d6 spirit plus Piscovenom
Divine Innate Spells DC 29, attack +19; 5th Dimension Door; 4th Dimension Door (At will), Stinking Cloud (×3); 1st Detect Alignment (At will) (Good Only), Detect Poison (At will); Constant (2nd) See Invisibility
Constrict

2d10+6 bludgeoning damage, DC 30 basic 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 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.

Pathfinder Bestiary 2OGL