Perception +19; darkvision,
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 good 10
Attack of Opportunity
Enhance Venom (divine, misfortune, necromancy, 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 (evil, magical), Damage 2d10+12 slashing plus 1d6 evil and Grab
Melee tentacle +23 (agile, evil, magical), Damage 2d6+12 bludgeoning plus 1d6 evil and piscovenom
Divine Innate Spells DC 29; 5th
; 4th (at will), (×3); 1st (at will; good only), (at will); Constant (2nd)Constrict 2d10+6 bludgeoning, DC 30
Gory Rend The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 persistent bleed damage and is exposed to piscovenom.
Piscovenom (poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison and enfeebled 1 (1 round); Stage 2 2d8 poison and enfeebled 1 (1 round); Stage 3 4d8 poison and enfeebled 2 (1 round)
Piscodaemon (Venom Daemon)
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.