Bisedaemons, the Frozen Harbingers of Despair
“The Bisedaemon: This Sadistic Ice Daemon Freezes Its Victims Alive—Slowly and Mercilessly!”

The Bisedaemon looms at nearly nine feet tall, a grotesque hybrid that melds human and avian features into a single, horrifying entity. Its face is disturbingly human—with hollow, emotionless eyes—but is dominated by a vivid red, blood-stained beak that juts out, giving it a perpetually sinister sneer. Along its elongated limbs and torso, rows of icicle-like spines protrude, glistening with frost and serving as both natural armor and lethal weaponry. The creature’s overall silhouette is gaunt yet imposing, exuding an aura of cold menace even in the dimmest light.
Behaviour:
A cunning and sadistic predator, the Bisedaemon thrives on psychological terror as much as on physical domination. It stalks its prey with unnerving patience, preferring to weaken and paralyze them slowly rather than delivering a swift death. Once a victim is within reach, it employs a deadly combination of its frostbite aura and a venomous bite that drains physical agility, leaving the target immobile and in excruciating pain. Even after disabling its quarry, the Bisedaemon lingers nearby, almost as if savoring the hopeless struggle for survival and the mounting despair that accompanies each drawn-out moment of suffering.
Habitat:
Native to the frozen reaches of Abaddon—a desolate, icy plane where death is a constant companion—the Bisedaemon finds its home in landscapes where winter’s chill is unrelenting. On the Material Plane, it appears on bitter winter nights, emerging from blizzards and treacherous mountain passes where human warmth is but a fleeting memory. Its preferred domains are those where isolation and extreme cold combine to create an environment as unforgiving as the creature itself, from abandoned, frost-ridden villages to remote, snow-covered wildernesses.
Modus Operandi:
The Bisedaemon’s method of predation is both methodical and cruel. It begins by enveloping its victims in an aura of paralyzing cold, causing severe damage over time as the frigid energy saps their strength. With precise and calculated strikes, it delivers a bone-chilling bite that not only inflicts physical harm but also drains the victim’s dexterity—rendering escape nearly impossible. Furthermore, its barbed, icy hide retaliates against any direct assault, ensuring that even a defensive strike can result in significant injury. The creature’s tactics are designed to maximize both the pain and duration of its victims’ suffering, leaving them to slowly wither away in the grip of an ever-present, lethal cold.
Motivation:
The Bisedaemon is driven by a perverse sense of poetic justice rooted in its origins. It is born from the souls of mortals who, in life, callously allowed others to freeze to death—often indulging in the cruelty of their actions. Now transformed, this being is compelled by a dark desire to perpetuate that same cycle of torment. Its goal is not merely to end life but to impose a drawn-out, excruciating demise that mirrors the suffering of its own past. In each victim, it sees a reflection of the cold-hearted betrayal that defined its creation, and with every prolonged death, it exacts a form of twisted retribution upon the world.
Bisedaemon 5e
Bisedaemon Pathfinder
Bisedaemon

Large outsider (daemon, evil, extraplanar), neutral evil
Armor Class 21 (Natural Armor)
Hit Points 162 (15d10+75)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 18 (+4) | 22 (+6) | 16 (+3) | 14 (+2) | 18 (+4) |
Saving Throws Dex +9, Con +11, Wis +7
Damage Resistances Cold, Fire
Damage Immunities Acid, Poison, Necrotic
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Infernal, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
- Aura of Frostbite.
The Bisedaemon radiates an aura of bitter cold. Any creature that starts its turn within 20 feet of the Bisedaemon takes 3d6 cold damage. If the creature fails a DC 18 Constitution saving throw, it gains one level of exhaustion. A creature immune to cold damage is unaffected. - Barbed Defense.
The Bisedaemon’s body is covered in frozen spines. Any creature that hits the Bisedaemon with a melee attack takes 2d6 piercing damage from the spines. Melee weapons with reach do not trigger this effect. - Frozen Form.
The Bisedaemon’s body is partially made of ice and frost. It is immune to any form of cold damage and cannot be frozen or slowed by ice-based effects. A creature within 10 feet of the Bisedaemon must succeed on a DC 18 Strength saving throw or have its movement reduced by half until the start of the Bisedaemon’s next turn.
Actions
- Multiattack.
The Bisedaemon makes two melee attacks: one with its Frozen Beak and one with its Icicle Talons. - Frozen Beak.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 6) piercing damage plus 9 (2d8) cold damage, and the target must make a DC 18 Constitution saving throw or gain one level of exhaustion. A creature that is immune to cold damage has disadvantage on this saving throw. - Icicle Talons.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 6) slashing damage plus 9 (2d8) cold damage. - Frostbite Aura (Recharge 5–6).
The Bisedaemon unleashes a burst of cold energy in a 20-foot radius. Each creature in the area must make a DC 18 Constitution saving throw or take 36 (8d8) cold damage and become paralyzed until the end of its next turn. A creature that succeeds on the saving throw takes half as much damage and isn’t paralyzed. - Icebound Strike (Recharge 6).
The Bisedaemon makes one Frozen Beak attack and one Icicle Talons attack, and all targets hit by these attacks have disadvantage on saving throws to avoid becoming paralyzed until the start of the Bisedaemon’s next turn.
Spellcasting (Innate).
The Bisedaemon is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Bisedaemon has the following spells prepared:
- Cantrips (at will): Chill Touch, Frostbite, Thaumaturgy
- 1st level (4 slots): Ice Knife, Shield of Faith, Mage Armor
- 2nd level (3 slots): Misty Step, Ray of Enfeeblement
- 3rd level (3 slots): Counterspell, Fireball, Sleet Storm
- 4th level (3 slots): Ice Storm, Greater Invisibility
- 5th level (2 slots): Cone of Cold, Wall of Ice
Legendary Actions
The Bisedaemon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bisedaemon regains spent legendary actions at the start of its turn.
- Frostbite Strike. The Bisedaemon makes one Frozen Beak attack.
- Icy Lash (Costs 2 Actions). The Bisedaemon lashes out with a tendril of ice, attacking one creature within 15 feet. The target must succeed on a DC 18 Dexterity saving throw or take 18 (3d6 + 6) cold damage and be restrained until the end of the Bisedaemon’s next turn.
- Icy Reposition (Costs 2 Actions). The Bisedaemon teleports up to 30 feet to an unoccupied space it can see. Immediately after, it can make one Icicle Talons attack.
Tactics
- Ambush Tactics. The Bisedaemon uses its Frostbite Aura and Frozen Beak to wear down and exhaust its prey. It lures adventurers into narrow spaces or isolated environments where the cold can envelop them. It prefers to fight in extreme cold conditions, using its Icebound Strike to impair and paralyze multiple enemies at once.
- Manipulating Fear and Exhaustion. The Bisedaemon’s Frozen Beak and Frostbite Aura are designed to impose exhaustion. It targets weaker or isolated foes, making sure to incapacitate them with cold-induced fatigue. Once its enemies are exhausted, it uses its Icicle Talons for brutal slashes and finishers.
- Escape When Overwhelmed. If the battle turns against it, the Bisedaemon uses Misty Step or its Icy Reposition legendary action to flee. It might retreat into the icy terrain of its native environment, where it can heal and prepare for the next encounter.
Motivations & Lore
- Symbol of Icy Death: The Bisedaemon is driven by its desire to inflict suffering by freezing its victims, drawn to areas where cold and winter reign. It delights in the slow, agonizing death of freezing its enemies and leaving them to suffer, alone, with no hope of escape.
- Haunting Presence: The Bisedaemon is often seen as a spiritual harbinger of death in frigid realms, and it has a distinct reputation among cold-based entities. Its arrival signifies doom, and those who are unlucky enough to encounter it are often left in paralyzed terror as their life is slowly frozen from within.
Bisedaemon

This hideous creature appears to be an enormous cross between a man and a rooster. A red-stained beak protrudes from a disturbingly human face, and its body is covered in icicle-like spines.
Taken from Creature Codex
Every type of daemon represents one of the many ways a mortal life can end, and bisedaemons represent death by freezing. They are created from the souls of wicked mortals that intentionally allowed others to freeze to death, particularly if they died from the cold themselves. Bisedaemons are found in the frozen reaches of Abaddon, but are eager to inflict suffering on the Material Plane, particularly on cold winter nights. Tales of the “Red-beaked Bird” are common in areas where bisedaemons haunt.
A bisedaemon is a sadistic opponent who delights in a slow, lingering death for their foes. Their draining bite and frostbite aura in combination can render a healthy adult motionless in moments, paralyzed by the cold. Bisedaemons prefer to leave these unfortunates alone once they are rendered helpless, the better to give them hope of eventual rescue and draw out their suffering when rescue does not come. A bisedaemon’s lair is frequently decorated with objects made of frozen blood spilled from their victim’s bodies.
A bisedaemon stands about nine feet tall and weighs upwards of 300 pounds. Some bisedaemons have features reminiscent of birds other than cockerels, such as sparrows or pigeons—the birds they resemble are typically common and harmless.
Bisedaemon CR 9
XP 6,400
NE Large outsider (daemon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., detect magic, Perception +17, see invisibility
Aura frostbite (20 ft., DC 18)
Defense
AC 23, touch 13, flat-footed 19(-1 size, +4 Dex, +10 natural)
hp 115 (11d10+55)
Fort +8, Ref +13, Will +10
DR 10/good; Immune acid, cold, death effects, disease, poison; Resist electricity 10, fire 10; SR 20
Defensive Abilities barbed defense
Offense
Speed 40 ft.
Melee bite +16 (2d6+6 plus bleed plus Dex drain/19-20), talons +16 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d6)
Spell-like Abilities CL 11th, concentration +14
Constant—detect magic, see invisibility
At will—greater teleport (self plus 50 lbs. of objects only), gust of wind (DC 15)
3/day—darkness, dispel magic, wall of ice
1/day—cone of cold (DC 18), river of wind (DC 17)
Statistics
Str 23, Dex 19, Con 21, Int 12, Wis16, Cha 16
Base Atk +11; CMB +18; CMD 31
Feats Cleave,Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +18 (+22 when jumping), Knowledge (geography) +8, Knowledge (nature) +8, Knowledge (planes) +7, Intimidate +17, Perception +17, Sense Motive +17, Stealth +14, Survival +14
Languages Abyssal, Draconic, Infernal, telepathy 100 ft.
Ecology
Environment Abaddon
Organization solitary, pair or flock (3-8)
Treasure standard
Special Abilities
- Barbed Defense (Ex) Any creature that strikes a bisedaemon with a melee weapon, unarmed strike or natural attack takes 1d6+6 points of damage from its long spines. Melee weapons with reach do not endanger their user in such a way.
- Dexterity Drain (Su) A creature bitten by a bisedaemon must succeed a DC 20 Fortitude save or take 1d4 points of Dexterity drain. Creatures immune to cold are immune to this effect. The save DC is Constitution based.
- Frostbite Aura (Su) All creatures within 20 feet of a bisedaemon take 2d6 points of cold damage every round. A creature that takes this cold damage must succeed a DC 18 Fortitude save or become fatigued. A creature that is already fatigued that fails its save becomes exhausted. The save DC is Charisma based.