Daemon, Hydrodaemon

Family: Daemons

Horrendous crimson runes that are difficult to look upon writhe on the lumpy, muscular flesh of this winged toad-like creature and from its fanged maw slathers a tongue covered in saliva a multitude of colors.

Large fiend (daemon), neutral evil

Armor Class 16 (natural armor)
Hit Points 57 (6d10 + 24)
Speed 30 ft., fly 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 9 (-1) 15 (+2) 14 (+2)

Saving Throws Constitution +7, Dexterity +5, Wisdom +5
Skills Athletics +7, Perception +5, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron or silvered
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned; Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Deep Speech, Infernal, telepathy 100 ft.
Challenge 6 (2,300 XP)

Special Traits

  • Magic Resistance. The hydrodaemon has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack. The hydrodaemon makes one bite attack and two claw attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) magical piercing damage and sleep spittle.
  • Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) magical slashing damage.
  • Sleep Spittle. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. A target hit by this attack makes a DC 15 Wisdom saving throw. On a failed saving throw the target falls unconscious for 1d4 rounds, or until they either take damage or someone uses an action to shake or slap the sleeper awake.

These frog-like fiends swim the River Styx eating up the souls of those that dare to dip their hands into the supernatural waters before their drop into the Abyss or arriving in Hell. Though able to kill by tooth and claw hydrodaemons prefer to render victims unconscious, dragging their sleeping bodies into the icy waters to suffer a truly final death by drowning.

Daemonic Tadpole

Magical Trap

These foul daemons are birthed in the dregs of the otherworldly riverbed, first formed when a creature’s ethereal essence falls beneath the waves. The bones and mud under the water congeal with the wounded soul and knit together over time immeasurable until a fiendish tadpole emerges, wriggling and struggling to the surface where it voraciously seeks out any shred of mortality.

This trap is activated when a trespasser steps within 10 feet of a daemonic tadpole, coming within its limited range of senses and snapped at by the fiendish newborn. The DC to spot a daemonic tadpole on the shores of the River Styx is 18.

With a successful DC 16 Intelligence (Investigation) check, a character can see the minute movements of the almost perfectly camouflaged daemonic tadpole against the stony ground of the underworld. When not on the shores of the River Styx, the DCs for these checks are reduced by 5. A daemonic tadpole can be avoided by destroying the creature (AC 12, 3 hp) or remaining outside of its senses.

When the trap activates, the daemonic tadpole makes a melee attack with a +8 bonus to hit a creature it has sensed, dealing 1 point of necrotic damage. A creature that takes damage from the daemonic tadpole makes a DC 15 Wisdom saving throw. On a failed saving throw the creature falls unconscious for 1d4 rounds, or until it either takes damage or someone uses an action to shake or slap the sleeper awake.

Section 15: Copyright Notice

Book of True Evil. © 2018 Mike Myler, published under license by Legendary Games.