Weak Ceustodaemon (PFS 1-01)Creature 5
Source Pathfinder Society Scenario #1-01: The Absalom Initiation
Perception +12 (darkvision, see invisibility)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Deception +13, Intimidation +11, Stealth +10, Survival +8
Str +5, Dex +2, Con +4, Int +0, Wis +2, Cha +3
AC 21; Fort +14; Reflex +10; Will +10;
HP 110
Speed 25 feet
Immunities death effects
Weaknesses Good 10
Jaws +16 (+11, +6) to hit (evil, reach 10) 2d10+3 Piercing + 1d6 Evil
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Telepathy 100 feet (aura, divination, 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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, evocation, fire)The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take 6d6 fire damage (DC 22 basic reflex save).
The ceustodaemon and each creature that fails the save catch fire, taking 1d6Persistent Fire Damage.
The breath weapon can't be used again for 1d4 rounds.
Drawn to ServiceWhen 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 WoundsOn 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.
Divine Innate Spells (DC 21, +13 to hit)
1st Level: Detect Alignment (At Will) (Good Only)
2nd Level: Dispel Magic, See Invisibility (Constant)
3rd Level: Paralyze
4th Level: Dimension Door (At Will), Fly
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 the world in hopes of currying favor with the powers of Abaddon.
Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
While those who summon daemons to the Material Plane usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear.
While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods-not least of which is the cacodaemons' soul gems-to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.