Daemon, 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.
- HP
- 68 (8d10+24)
- AC
- 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
- Speed
- 30 ft.
- Init
- +1
- Melee
- bite +11 (2d6+4), 2 claws +11 (1d6+4)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +8
- CMB
- +13
- CMD
- 24
- Fort
- +9
- Ref
- +3
- Will
- +8
- DR
- 10/good or silver
Weapons: Martial, Simple
breath weapon (30-ft. cone; 6d6 fire damage; Reflex DC 17 for half; usable once every 1d4 rounds)
Drawn to Service — 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.
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p>
Bluff +13, Intimidate +11, Knowledge (planes) +9, Perception +15, Sense Motive +15, Stealth +8, Survival +9
- Type
- Outsider
- Alignment
- NE
- Size
- Large
- Environment
- any (Abaddon)
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft., detect good, detect magic, see invisibility; Perception +15
- Languages
- Abyssal, Infernal; telepathy 100 ft.
- Source
- Bestiary 2
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Step Up (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Good (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Slow (Spell)House/Core — covered by the site's Section 15.
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