FREQUENCY: Uncommon
FREQUENCY: Rare ([Dungeon Level VIII])
FREQUENCY:
Common ([Astral Plane])
NO. APPEARING: 2-8
ARMOR CLASS: 2
MOVE: 6" / 6" (MC: D) //
24"
HIT DICE: 9+36
% IN LAIR: 5% (90% if near
Styx)
TREASURE TYPE: [I, Y]
NO. OF ATTACKS: 3 or 5
DAMAGE/ATTACK: 1-4/1-4/1-8/1-8/1-10
SPECIAL ATTACKS: Energy
drain
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 70% to
1st level spells
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L (10' tall)
LEVEL/X.P. VALUE: VIII |
3450 + 14
These grotesque amphibians
are the only creatures known to swim in
the Styx without losing
their memories. As a result they may be found in
numbers (10-30) wherever
the Styx and its branches appear in the
Lower Planes.
The hydrodaemons can launch
themselves into the air and glide like
flying fish at high speeds
for up to 1 turn. When airborne they may make
5 attacks: scratching with
theirfeetfor 1-4, clawing with their hands for
1-8, and biting for 1-1
0; otherwise, on the ground, they will make 3
attacks. The bite of a hydrodaemon
does 1-10 points and drains 1 life
energy level from its victim.
The hydrodaemon mayteleportwithout
error at will, andwill sometimes
use a dimension door to
gain altitude for its glide. These creatures may
also, at will, produce darkness
within 10 feet, create water, and use
water
walking (as ring). They may attempt to gate in another hydrodaemon
with a 50% chance of success.
If encountered on the Prime Material
Plane, the hydrodaemon may
summon a water elemental of 12 hit
dice who will fight for
the hydrodaemon without being controlled. In
addition to normal daemon
resistances, hydrodaemons take half damage
from water-based attack
forms, and no damage if they make their save.
Hydrodaemons are often sent
to serve evil on the Prime Material Plane.
They prefer water, fire,
or lava for their surroundings but can be found
almost anywhere.
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