Actions/Abilities/Traits: (OSR)
Special
|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy
You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60' glow visibly.
Special
|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy
You can Detect Magic as a constant ability. Any magical creatures, items, or other entities within 60' glow visibly.
Special
|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy
You can See Invisibility, as per the spell, as a constant ability.
Special
|Breath Weapon|Detect Good|Detect Magic|See Invisibility|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
Divine Innate Spells
DC 23; 7th fly; 4th dimension door (at will); 3rd dispel magic (x2), paralyze; 1st detect alignment (at will; good only); Constant (2nd) see invisibility
Ability
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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +16 [+11/+6] (evil, reach 10 feet), Damage 2d10+5 piercing plus 1d6 evil and vicious wounds
Trait
Daemon
A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
death effects
Language
Common
Daemonic
telepathy 100 feet
Perception
darkvision
see invisibility
Weakness
good 10