Ceustodaemon

CREATURE 6

ne large daemon fiend 

Perception +14; darkvision, see invisibility

Languages Common, Daemonic; telepathy 100 feet

Skills Deception +15, Intimidation +13, Stealth +12, Survival +10

Str +5 Dex +2 Con +4 Int +0 Wis +2 Cha +3

AC  23; Fort +16, Ref +12, Will +12

HP 130; Immunities death effects

Speed 25 feet

Melee [>] jaws +16 (evil, reach 10 feet), Damage 2d10+5 piercing plus 1d6 evil and vicious wounds

Melee [>] claw +16 (agile, evil, magical, reach 10 feet), Damage 2d6+5 slashing plus 1d6 evil and vicious wounds

Divine Innate Spells DC 23; 7th fly; 4th dimension door (at will); 3rd dispel magic (×2), paralyze; 1st detect alignment (at will, good only); Constant (2nd) see invisibility

Breath Weapon [>>] (divine, evocation, fire) The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take 7d6 fire damage (DC 24 basic Reflex save). The ceustodaemon and each creature that fails the save catch fire, taking 2d6 persistent fire damage. The breath weapon can't be used again for 1d4 rounds.

Drawn to Service When bringing a ceustodaemon to another plane with effects like a planar binding or planar ally ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service.

Vicious Wounds On a successful jaws or claw Strike, the ceustodaemon viciously tears into its victim as similar wounds appear on its own body. The target takes an extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage. If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well.

Bestiary, page 71.

Open Ceustodaemon in the interactive creatures list or browse all creatures starting with C.