Ceustodaemon
Creature 6 — daemon, fiend, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDdaemonfiendfire
Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into th
Source: pathfinder-bestiary (Pre-Remaster)
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
Weaknesses holy 10
Speed 25 feet
Offense
Melee Jaws (reach-10, unarmed, unholy) +16, Damage 2d10+5 piercing plus 1d6 spirit plus Vicious Wounds
Melee Claw (agile, magical, reach-10, unarmed, unholy) +16, Damage 2d6+5 slashing plus 1d6 spirit plus Vicious Wounds
Abilities
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Breath Weapon (divine, fire) — The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take 7d6 fire damage (DC 24 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.
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 Binding Circle or Planar Servitor 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.
If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well.
Divine Innate Spells DC 23, attack +15
4th Dimension Door (At Will), Fly
3rd Paralyze
2nd Dispel Magic (×2), See Invisibility (Constant)
1st Detect Alignment (At Will) (Good Only)
WORKS WELL WITH
FlankerLANDflanking support creates off-guard targets for reach attacks while the frontline absorbs pressure
WeaverLANDspell control locks down targets while the breath weapon punishes grouped foes
MenderLANDhealing offsets self-damage from vicious wounds while the frontline holds position
PUNISHES
✖ clumping✖ melee reliance
stacking frontline bruisers without control support reduces tactical flexibility
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ceustodaemon in the encounter builder — free, no install.
Open in PathfinderGM →