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Pathfinder

Compendium

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Ceustodaemon

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

Ceustodaemon

CR 6

  • XP

    2,400
  • Ne Large Outsider (Daemon, Evil, Extraplanar)
  • Init

    +1;

    Senses

    Darkvision 60 Ft., Detect Good, Detect Magic, See Invisibility;Perception +15
  • DEFENSE

  • AC

    20, touch 10, flat-footed 19 (+1 Dex, +10 Natural, -1 Size)
  • hp

    68(8d10+24)
  • Fort

    +9,

    Ref

    +3,

    Will

    +8
  • DR

    10/good Or Silver;

    Immunities

    Acid, Death Effects, Disease, Mind-affecting Effects, Paralysis, Poison, Polymorph Effects, Sleep Effects;

    Resist

    Cold 10, Electricity 10, Fire 10;
  • OFFENSE

  • Speed

    30 Ft.
  • Melee

    Bite +11 (2d6+4), 2 Claws +11 (1d6+4)
  • Special Attacks

    Breath Weapon (30-ft. Cone; 6d6 Fire Damage; Reflex Dc 17 For Half; Usable Once Every 1d4 Rounds)
  • Reach

    10 Ft.
  • Spell-Like Abilities

    (CL 8; concentration +10 )
  • STATISTICS

  • Str

    18,

    Dex

    13,

    Con

    16,

    Int

    11,

    Wis

    14,

    Cha

    15
  • Base Atk

    +8;

    CMB

    13;

    CMD

    24
  • Feats

    Alertness, Blind-fight, Power Attack, Step Up,
  • Skills

    Bluff +13 Intimidate +11 Knowledge (planes) +9 Perception +15 Sense Motive +15 Stealth +8 Survival +9
  • Languages

    Abyssal, Infernal; Telepathy 100 Ft.
  • SQ

    Drawn To Service
  • ECOLOGY

  • Environment

    Any (Abaddon)
  • Organization

    Solitary
  • Treasure

    None