Daemon, Bise
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 âRed-beaked Birdâ 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 bisedaemonâs lair is frequently decorated with objects made of frozen blood spilled from their victimâs 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 pigeonsâthe 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
Constantâdetect magic, see invisibility
At willâgreater teleport (self plus 50 lbs. of objects only), gust of wind (DC 15)
3/dayâdarkness, dispel magic, wall of ice
1/dayâcone 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.