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Pathfinder

Compendium

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Ceustodaemon

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Some claim The Four Horsemen created these creatures to serve as summoning fodder. Others believe that they form from neutral evil souls who commit suicide. Wherever the truth lies, ceustodaemons find themselves on the Material Plane more often than any other Daemon, as they are easily pressured into service—many call these creatures “guardian daemons” as a result. Yet in the back of their wicked minds, ceustodaemons always think about escaping their bonds and ripping to shreds the ones who summoned them.

Greater and lesser versions of these creatures exist. These variants can be represented by applying either the young Creature or advanced Creature simple templates, along with the following adjustments.

Lesser Ceustodaemon: This Medium Daemon looks like a horned frog with a wide, toothy mouth. Its Breath Weapon is a chilling cone of ice that deals cold Damage.

Greater Ceustodaemon: This Daemon resembles a gigantic Humanoid bear with the talons of an eagle and curling ram horns sprouting from its head. Its Breath Weapon is a fan of sparks that deals electricity Damage.

Special Abilities

Drawn to Service (Su) When brought to another plane with a Planar Binding Or Planar Ally Spell (or any similar calling effect), ceustodaemons take a 5 Penalty on the initial Will save and on their Charisma check to refuse service. Ceustodaemons also take a 5 Penalty on saves against Binding , Planar Binding , and other spells designed to bind a Creature to a particular plane as long as the Daemon Is commanded to serve as a guardian for a single area or small complex.

Attributes

AC
20, Touch 10, Flat-footed 19 (+1 Dex, +10 Natural, -1 Size)
Alignment
Ne
Base Atk
+8
CMB
+13
CMD
24
CR
CR 6
Cha
15
Con
16
Creature Type
Outsider (Daemon, Evil, Extraplanar)
DR
10/good Or Silver
Dex
13
Environment
Any (Abaddon)
Feats
Alertness , Blind-fight , Power Attack , Step Up
Fort
+9
HP
68 (8d10+24)
Immune
Acid, Death Effects, Disease , Mind-affecting Effects, Paralysis, Poison , Polymorph Effects, Sleep Effects
Init
Ne Large Outsider ( Daemon , Evil , Extraplanar ) +1
Int
11
Languages
Abyssal, Infernal; Telepathy 100 Ft.
Melee
Bite +11 (2d6+4), 2 Claws +11 (1d6+4)
Organization
Solitary
Reach
10 Ft.
Ref
+3
Resist
Cold 10, Electricity 10, Fire 10
SQ
Drawn To Service
Senses
Darkvision 60 Ft., Detect Good , Detect Magic , See Invisibility ; Perception +15
Size
Large
Skills
Bluff +13, Intimidate +11, Knowledge (Planes) +9, Perception +15, Sense Motive +15, Stealth +8, Survival +9
Space
10 Ft.
Special Attacks
Breath Weapon (30-ft. Cone; 6d6 Fire Damage; Reflex Dc 17 For Half; Usable Once Every 1d4 Rounds)
Speed
30 Ft.
Spell-Like Abilities
(Cl 8th; Concentration +10) Constant— Detect Good, Detect Magic, See Invisibility At Will— Dimension Door 3/day— Dispel Magic , Fly 1/day— Hold Monster (Dc 17), Slow (Dc 15)
Str
18
Treasure
None
Will
+8
Wis
14
XP
2,400
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