Daemon, Piscodaemon, “The Depths’ Wrath”
“Unleash terror with the Piscodaemon: a nightmarish fusion of claws, tentacles, and poison that tortures its victims to death!”

The Piscodaemon is a grotesque fusion of aquatic monstrosities and fiendish traits, standing around 7 feet tall and weighing 400 pounds. Its body resembles a twisted amalgamation of a lobster, octopus, and humanoid, with powerful, razor-sharp claws and sinuous, writhing tentacles. Its hide is a mottled, dark, slimy texture, often glistening with seawater or the ichor of its victims. Its eyes gleam with a sadistic intelligence, and its movements combine the fluid grace of aquatic predators with the eerie, unnatural agility of a daemon.
Behaviorally, Piscodaemons are malevolent and sadistic, delighting in the suffering of others. They enjoy tormenting their prey, often targeting the strongest warriors, knowing that their poison will weaken even the most formidable of opponents. Once a target is ensnared, the Piscodaemon uses its tentacles to inject poison, paralyze its prey, and savor every agonizing moment as the creature slowly succumbs to its injuries. They fight with a cold, calculated cruelty, often preferring to draw out combat to watch their enemies bleed and falter under the weight of their suffering.
Piscodaemons are native to Abaddon, a bleak, desolate plane of suffering and decay, but they can inhabit any aquatic environment, especially those bordering the plane’s infernal oceans. There, they often work in tandem with other daemons, especially hydrodaemons, to execute military campaigns of terror and destruction. They are often found in dark, forgotten pools, murky swamps, or other aquatic regions where they can blend into the shadows, awaiting an opportunity to strike.
Their modus operandi involves overwhelming their prey with relentless attacks from both their claws and tentacles. They use their poison to incapacitate victims, then squeeze the life from them through their grasping limbs. They are capable of teleporting and dispelling magic, ensuring that even those with supernatural abilities have little chance of escape. If they wish, they can summon additional daemons to bolster their ranks, ensuring that no resistance is ever truly enough.
The Piscodaemon’s motivation is driven by cruelty, sadism, and the lust for domination. They relish suffering, seeing it as both an end and a means to further their goals. Serving as sergeants within the infernal hierarchy of Abaddon, they take pleasure in breaking the strongest of adversaries. Their ultimate desire is to sow misery and despair wherever they go, leaving a wake of suffering as they lead their aquatic daemon troops to spread chaos and torment across the planes.
Piscodaemon 5e
Piscodaemon Pathfinder
Piscodaemon (CR 10)

Medium Fiend (Daemon), Neutral Evil
Armor Class: 18 (natural armor)
Hit Points: 127 (15d8 + 60)
Speed: 30 ft., Swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 20 (+5) | 14 (+2) | 14 (+2) | 16 (+3) |
Saving Throws: Strength +9, Dexterity +7, Constitution +8, Wisdom +5
Skills: Intimidation +6, Perception +5, Stealth +7, Survival +5
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Acid, Poison
Condition Immunities: Poisoned, Paralyzed, Paralyze
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Abyssal, Infernal, telepathy 120 ft.
Challenge: 10 (5,900 XP)
TRAITS
Magic Resistance
The Piscodaemon has advantage on saving throws against spells and other magical effects.
Innate Poison
Any creature hit by the Piscodaemon’s Tentacle attack must make a DC 16 Constitution saving throw or take 1d6 poison damage at the start of its next turn.
ACTIONS
Multiattack
The Piscodaemon makes two Claw attacks and one Tentacle attack.
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 2d6 + 6 slashing damage, and the target must succeed on a DC 16 Strength saving throw or be grappled. The Piscodaemon can use its Constrict attack on a creature it is grappling.
Tentacle
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 1d10 + 4 bludgeoning damage, and the target must make a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned, the target is also staggered (unable to take reactions and can take only an action or a bonus action on its turn).
Constrict
Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target.
Hit: 2d6 + 6 bludgeoning damage. If the target is Medium or smaller, it is also restrained.
SPELL-LIKE ABILITIES
The Piscodaemon can cast the following spells, requiring no material components. It has a spellcasting ability modifier of +5 (spell save DC 15, +7 to hit with spell attacks).
- At will: Detect Magic, Darkness, Dispel Magic
- 3/day: Fly, Stinking Cloud (DC 16)
- 1/day: Summon Lesser Daemons (summon 1d3 Hydrodaemons, DC 16)
REACTIONS
Spiteful Riposte
When a creature within 5 feet of the Piscodaemon misses it with a melee attack, the Piscodaemon can use its reaction to make a claw attack against the creature.
LEGENDARY ACTIONS
The Piscodaemon 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 Piscodaemon regains spent legendary actions at the start of its turn.
- Claw Attack (Costs 2 Actions): The Piscodaemon makes a Claw attack.
- Tentacle Lash (Costs 1 Action): The Piscodaemon makes a Tentacle attack against a target within range.
- Teleport (Costs 3 Actions): The Piscodaemon teleports up to 120 feet to an unoccupied space it can see.
TACTICS AND FIGHTING STYLE

Initial Engagement: The Piscodaemon is highly intelligent and will first observe its enemies from a distance, using Darkvision and Detect Magic to gain insight into magical threats. It may begin by casting Stinking Cloud to disorient and poison enemies before diving into the fray.
Combat Behavior: The Piscodaemon fights with precision and lethality. It uses its Claw attacks to grapple strong opponents and use Constrict to deal additional damage while restraining the target. When a target is poisoned, the Piscodaemon will focus on them, using Tentacle to continuously deal poison damage and debuff them.
Tactical Mobility: Due to its Swim speed, the Piscodaemon is highly mobile in aquatic environments, allowing it to attack from unexpected angles. In combat, it will use Fly (if necessary) to gain a better vantage point or retreat if heavily damaged.
Summoning Support: If the tide of battle turns against it, the Piscodaemon may use its Summon Lesser Daemons ability to call 1d3 Hydrodaemons, which can overwhelm enemies with their aquatic abilities and provide assistance in a large-scale combat scenario.
ENVIRONMENT AND BEHAVIOR
Piscodaemons dwell in the plane of Abaddon, specifically in its aquatic regions, often alongside hydrodaemons and other aquatic fiends. They are cold, calculating, and cruel, preferring to torture their victims with poison and slow, agonizing deaths. A Piscodaemon often leads forces of lesser daemons, focusing on overwhelming strong and well-armored foes rather than the weak, which it considers beneath its attention.
These fiends are known to use their environment to their advantage, manipulating the terrain (particularly water) to trap and drown enemies. They can fight efficiently in both dry and aquatic settings, using their superior mobility and poison to take down even the most stalwart heroes.
MOTIVATION
Piscodaemons revel in the suffering they cause. Their primary motivation is to spread despair, particularly through physical torment. They often target the strong, taking pleasure in how their poison disrupts even the mightiest warriors. They are intelligent strategists, serving as sergeants in Abaddon’s legions, and are capable of leading others to achieve their dark, destructive goals.
Piscodaemon

This hideous cross between a lobster, an octopus, and a human threatens enemies with powerful claws and writhing tentacles.
These aquatic daemons roam the lower planes sowing misery and blight. They delight in drawn-out deaths, poisoning creatures or dismembering victims to watch them slowly bleed out. On their home plane of Abaddon, piscodaemons gravitate toward the same aquatic regions inhabited by hydrodaemons, and often the stronger among their ranks end up leading armies of hydrodaemons against their enemies. These creatures serve as sergeants in the hierarchy of Abaddon, and run their units with an excess of cruelty and violence.
Instead of preying on the weak, piscodaemons enjoy targeting strong, well-armored warriors, knowing the pain of their weakening poison rests poorly on shoulders accustomed to bearing heavy weights and delivering devastating blows.
Piscodaemons are 7 feet tall and weigh 400 pounds.
Piscodaemon CR 10 |
XP 9,600 NE Medium outsider (aquatic, daemon, evil, extraplanar) Init +8; Senses Darkvision 60 ft., detect good, Detect Magic, see invisibility; Perception +16 |
Defense |
AC 24, touch 14, flat-footed 20 (+4 Dexterity, +10 natural) hp 137 (11d10+77) Fort +14, Ref +7, Will +9 DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 21 |
Offense |
Speed 30 ft., Swim 50 ft. Melee 2 claws +19 (2d6+7/18-20/×3 plus grab and 1d6 bleed), tentacles +17 (1d10+3 plus poison) Special Attacks constrict (2d6+10) Spell-Like Abilities (CL 11th; Concentration +14) Constant – detect good, Detect Magic, see invisibility At will- dispel magic, greater teleport (self plus 50 lbs. of objects only) 3/day – fly, stinking cloud (DC 16) 1/day – summon (level 4, 1d3 hydrodaemons 35%) |
Statistics |
Strength 25, Dexterity 18, Constitution 24, Intelligence 14, Wisdom 15, Charisma 17 Base Atk +11; CMB +18 (+22 grapple); CMD 32 Feats Critical Focus, Improved Initiative, Multiattack, Power Attack, Sickening Critical, Vital Strike Skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, Perception +16, Sense Motive +16, Stealth +18, Survival +16, Swim +29 Languages Abyssal, Draconic, Infernal; telepathy 100 ft. SQ amphibious, augmented critical |
Special Abilities |
Augmented Critical (Ex) A piscodaemon’s claws threaten a critical hit on an 18-20 and inflict ×3 damage on a successful critical hit. Poison (Ex) Tentacles, injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Constitution plus staggered for 1 round; cure 2 consecutive saves. |
Ecology |
Environment any (Abaddon) Organization solitary, pair, or knot (3-5) Treasure standard |