Daemon, Hydrodaemon, The Drowned Reaper
Meet the Hydrodaemon – the bone-chilling amphibian fiend that hypnotizes its prey with sleep spittle before dragging them to a watery, gruesome death!

The Hydrodaemon is a loathsome, amphibious fiend that lurks in the stagnant, cursed waters of Abaddon and the River Styx. Standing at ten feet tall and weighing over 3,000 pounds, its hulking, frog-like body is covered in slick, rubbery skin that shimmers with toxic hues of deep blues, venomous greens, and bloodied crimsons—patterns reminiscent of the deadliest poison arrow frogs.
Its grotesque, warty flesh constantly weeps a noxious, acidic slime, leaving a trail of corruption wherever it moves. The creature’s oversized, webbed hands end in jagged claws, unnaturally long and dripping with a dark, necrotic secretion. Its hunched back and muscular, crouched legs give it a nightmarish gait, allowing it to leap great distances or spring upon prey with unnatural speed.
The Hydrodaemon’s face is a monstrous perversion of a toad’s, wide and cruel, with a fang-lined maw that stretches too far, its lips curling in a permanent, leering grin. Its bulbous, milky-white eyes appear blind, but they see into the very essence of its victims. Slick, barbed tendrils slither within its throat, and its elongated tongue, lined with backward-facing hooks, flicks out to ensnare the unwary. Its gill slits, constantly flaring and exhaling foul mist, allow it to survive in the most toxic and hellish waters.
Hydrodaemons are sadistic and patient hunters, embodying death by drowning. They stalk their prey from beneath the surface, lurking unseen in tainted swamps, plague-infested rivers, and the cursed waterways of the underworld. When they strike, they first unleash their inky black sleep spittle, an unnatural venom that sends victims into a coma-like slumber. With their prey helpless, they drag them beneath the water, watching with grotesque satisfaction as their victims flail, struggle, and ultimately expire in the suffocating depths. If a target resists, the daemon resorts to its powerful jaws and razor-edged claws, tearing them apart before sinking the remains into the abyss.
In their home realm of Abaddon, Hydrodaemons infest the acidic swamps and Styx’s corrupted waters, either competing with or serving under the more powerful piscodaemons. They hold deep reverence for Charon’s thanadaemons, obeying their commands without question, as they share a common purpose—spreading death and oblivion. When summoned to the Material Plane, Hydrodaemons serve cruel spellcasters, guarding hidden sanctuaries, sunken temples, or sewer-ridden fortresses. They relish drowning sacrifices, seeing it as both an art and a sacrament to the inevitable entropy of existence.
Motivated by a twisted desire to inflict suffering through suffocation, the Hydrodaemon is an executioner of the damned, a spectral terror that emerges from the depths only to drag others back with it. It does not kill for sustenance or even pleasure—it kills because it must. It is an agent of unrelenting, merciless drowning, and to encounter one is to feel the creeping, inescapable grasp of the abyss pulling you under.
Hydrodaemon 5e
Hydrodaemon, Pathfinder
Hydrodaemon

Large Fiend (Daemon), Neutral Evil
Armor Class 18 (Natural Armor)
Hit Points 187 (15d10 + 105)
Speed 30 ft., swim 60 ft., glide 40 ft. (see Glide)
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 16 (+3) | 24 (+7) | 12 (+1) | 14 (+2) | 18 (+4) |
Saving Throws
Dex +8, Con +12, Wis +7, Cha +9
Skills
Perception +10, Stealth +9, Intimidation +9
Damage Resistances
Cold, Fire, Lightning
Damage Immunities
Acid, Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered or cold iron
Condition Immunities
Charmed, Frightened, Poisoned
Senses
Darkvision 120 ft., Passive Perception 20
Languages
Abyssal, Infernal, Telepathy 120 ft.
Innate Spellcasting
The Hydrodaemon’s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: Acid Arrow, Detect Magic, Water Walk
3/day each: Control Water, Greater Invisibility, Wall of Water
1/day each: Summon Elemental (water only), Plane Shift (self only)
Amphibious
The Hydrodaemon can breathe both air and water.
Magic Resistance
The Hydrodaemon has advantage on saving throws against spells and other magical effects.
Glide (Ex)
The Hydrodaemon can unfurl the membranous flaps between its limbs, allowing it to glide through the air. While gliding, it gains a flying speed of 40 ft. but must descend at least 10 feet per turn. It can use this ability to pounce on enemies from above.
Sleep Spittle (Recharge 5-6)
The Hydrodaemon spits a glob of inky black liquid at a creature within 30 feet. The target must make a DC 17 Constitution saving throw or fall unconscious for 1 minute. A creature wakes up if it takes damage or if another creature uses an action to shake it awake. Creatures that don’t need to breathe automatically succeed.
Actions
Multiattack
The Hydrodaemon makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 21 (3d8 + 6) piercing damage plus 10 (3d6) acid damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the Hydrodaemon cannot bite another target.
Claw
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) slashing damage.
Drowning Grip (Recharge 5-6)
The Hydrodaemon grabs a grappled creature and forcibly submerges it. If the creature is in water, it is automatically restrained and begins suffocating. If on land, the Hydrodaemon conjures a sphere of water around the target’s head (as per the Watery Sphere spell, DC 17). The effect lasts until the target escapes the grapple or the Hydrodaemon ends it.
Abyssal Leap (Recharge 4-6)
The Hydrodaemon leaps up to 40 feet and crashes down in a space within range, causing a 10-foot-radius shockwave. Each creature within range must make a DC 17 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failure, or half as much on a success. If the Hydrodaemon lands in water, the radius increases to 20 feet, and creatures automatically fail if they are submerged.
Reactions
Toxic Backlash
When hit by a melee attack, the Hydrodaemon can release a burst of caustic slime. The attacker must make a DC 17 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save or half as much on a success.
Tactics
- The Hydrodaemon is a ruthless ambush predator, lurking beneath the water until it can spit its sleep venom at the strongest target.
- It then grapples and drags unconscious or struggling prey into deep water, where it drowns them with its Drowning Grip.
- If cornered, it uses Abyssal Leap to reposition, often landing in water to maximize its effects.
- Against multiple foes, it relies on Control Water to manipulate the battlefield, creating hazardous currents or separating enemies.
- If outmatched, it glides away, using its magic to obscure its retreat or summon reinforcements.
Lair Actions (Optional)
When fighting in its home swamp, the Hydrodaemon can manipulate the battlefield:
- Sickening Mire: The ground in a 30-foot radius becomes thick, sucking mud. It is considered difficult terrain, and creatures that end their turn there must succeed on a DC 17 Strength saving throw or be restrained until they break free.
- Choking Fog: The swamp releases a thick, noxious mist. All creatures other than fiends in a 20-foot radius must succeed on a DC 17 Constitution saving throw or be blinded and poisoned for 1 minute.
- Haunting Echoes: Distant, drowning screams reverberate through the area. Creatures within 60 feet must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.
Legendary Actions (Optional)
The Hydrodaemon can take 3 legendary actions, choosing from the options below. It can only take one per turn and regains spent actions at the start of its turn.
- Lurking Terror: Moves up to half its speed without provoking opportunity attacks.
- Drowning Strike (Costs 2 Actions): After hitting a grappled target, it pulls them 5 feet underwater (or increases suffocation if already submerged).
- Summon Minions (Costs 3 Actions): The Hydrodaemon calls 1d4 water weirds or 1 large water elemental to aid it.
Treasure & Rewards
- Hydrodaemon’s Toxic Gland (Crafting Material): Can be used to brew a Sleep Venom Poison (DC 17).
- Warped Abyssal Hide (Armor Component): Can be used to create a cloak that grants resistance to acid and poison damage.
- Daemon’s Heartstone (Rare Magic Item): Grants Water Breathing and the ability to cast Control Water once per day.
CR 12 (8,400 XP)
The Hydrodaemon is a terrifying foe that thrives in aquatic and swamp encounters, using guerrilla tactics, suffocation, and battlefield control to overwhelm enemies. Its unique drowning abilities, ambush tactics, and toxic resistances make it a deadly predator of the deep.
Hydrodaemon

The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw
While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. In their home environment, hydrodaemons swim the sickening rivers and seas of Abaddon and the River Styx, ducking beneath the rivers of pus and bile only to leap out at enemies and rend their flesh with tooth and claw. It is said these are among the few creatures able to survive in the deadly waters of the River Styx.
When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims’ gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.
Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.
Hydrodaemon CR 8 |
XP 4,800 NE Large outsider (aquatic, daemon, evil, extraplanar) Init +2; Senses Darkvision 60 ft., Detect Magic; Perception +15 |
DEFENSE |
AC 20, touch 11, flat-footed 18 (+2 Dexterity, +9 natural, -1 size) hp 95 (10d10+40) Fort +11, Ref +9, Will +3 DR 10/cold iron or silver; Immune acid, death effects, disease, poison, waters of the River Styx; Resist cold 10, electricity 10, fire 10; SR 19 |
OFFENSE |
Speed 30 ft., Fly 40 ft. (average; see glide, below), Swim 60 ft. Melee bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4) Ranged sleep spittle +11 (sleep) Space 10 ft.; Reach 10 ft. Special Attacks rake (2 claws +13, 1d6+4) Spell-Like Abilities (CL 9th; Concentration +11) Constant – detect magic, water walk At will – acid arrow, deeper darkness 3/day – control water, greater teleport (self plus 50 lbs. of objects only), Summon Monster V (Large water elemental only) 1/day – desecrate, summon (level 3, 1 hydrodaemon 50%) |
STATISTICS |
Strength 18, Dexterity 15, Constitution 18, Intelligence 9, Wisdom 11, Charisma 14 Base Atk +10; CMB +15 (+9 grapple); CMD 27 Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception) Skills Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21 Languages Abyssal, Infernal; telepathy 100 ft. SQ amphibious, glide |
SPECIAL ABILITIES |
Glide (Ex) A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a Fly speed of 40 feet with average maneuverability. While gliding, the hydrodaemon gains the pounce ability. Sleep Spittle (Su) A hydrodaemon can spit at a single target within 20 feet, making a ranged touch attack as a standard action. A target hit by this spittle must succeed on a DC 17 Will save or fall asleep for 6 rounds. The save DC is Constitution-based. |
ECOLOGY |
Environment any (Abaddon) Organization solitary, gang (2-5), or mob (6-12) Treasure standard |
About this Daemon Type

Giant humanoid-amphibians with oversized claws and dead, glassy eyes, hydrodaemons represent death by drowning. Aquatic in nature, they dwell in Abaddon’s poisonous swamps and acidic oceans, and even in the foul waters of the River Styx. Hydrodaemons number among the few creatures capable of surviving prolonged exposure to the Styx, and they exploit this to lair and set ambushes where few other creatures dare.
In their native environment they alternately compete with or serve under piscodaemons, but greatly revere Charon’s thanadaemons, eagerly obeying their requests. Outside of Abaddon, hydrodaemons frequently serve mortal spellcasters to keep watch over aquatic domains, using the same tactics as on their native plane. Powerful creatures in their own right, they prefer to target enemies with their sleep-inducing spittle, then drown those who succumb to the poisoned slumber.
- Personification of Death: Drowning.
- Preferred Sacrifice: Treasure totaling at least 300 gp, or no fewer than two living victims purposefully bound and hurled into a body of water.
Source Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.
Section 15: Copyright Notice – Bestiary 2 Pathfinder
Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.