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Daemon, Ceustodaemon, the Shackled Fury

Ceustodaemon
Create

A Ceustodaemon is a formidable, extraplanar creature that combines the brutal strength of an animal with the cunning malice of a fiend. Standing on slate-grey hooves, its shaggy, matted fur covers a large, imposing frame. Its head is a grotesque fusion of maniacal, horned ape features, with wild, glowing eyes that betray its deep-seated hatred for those who summon it. Long, muscular arms end in wicked claws, and its sharp teeth gleam in a wide, cruel grin. These creatures can be as large as towering bears or as small as frogs, depending on their variant.

Ceustodaemons are primarily summoned from the hellish plane of Abaddon, where they serve as guardians to those who can bind them. They are not inherently loyal; rather, they are forced into servitude through powerful magic. Though they appear to follow orders, their true nature is one of resentment, and they are constantly searching for opportunities to break free from their bindings and wreak havoc. These creatures are often bound to guard specific areas, treasures, or individuals but dream of escaping and destroying those who control them.

In terms of behavior, Ceustodaemons are patient yet violent. They will fulfill their duties with brutal efficiency, relying on their physical strength and potent magical abilities, including breath weapons that unleash fire, cold, or electricity. Despite their apparent loyalty, they are treacherous and cunning, always looking for weaknesses in their masters’ defenses. Their modus operandi involves waiting for an opportune moment to break free, either by overpowering their summoners or by exploiting magical loopholes in their bindings.

Motivated by a deep-seated desire for freedom and revenge, Ceustodaemons are driven by their resentment for being shackled to serve. While bound, they follow orders reluctantly, but in their minds, they continually plot the destruction of their masters and the complete annihilation of those who dare summon them. They are the embodiment of rage and malice, and when released from their chains, they are a force of pure chaos.


  • Ceustodaemon 5e
  • Ceustodaemon Pathfinder
Ceustodaemon
Create

Large Fiend (Daemon), Neutral Evil


Armor Class: 17 (Natural Armor)
Hit Points: 136 (16d10 + 48)
Speed: 30 ft.


STRDEXCONINTWISCHA
20 (+5)12 (+1)16 (+3)11 (+0)14 (+2)15 (+2)

Saving Throws: Strength +8, Constitution +6, Wisdom +5
Skills: Perception +6, Intimidation +6, Arcana +4
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Acid, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 16
Languages: Abyssal, Infernal, Telepathy 120 ft.
Challenge: 9 (5,000 XP)


Traits

Magic Resistance. The Ceustodaemon has advantage on saving throws against spells and other magical effects.

Fiery Breath (Recharge 5-6). The Ceustodaemon exhales a cone of searing flame in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Summoned Guardian. If summoned using a spell like planar binding or summon greater demon, the Ceustodaemon has disadvantage on saving throws against the spell’s effects. However, if the summoner loses control, the Ceustodaemon becomes hostile and immediately seeks vengeance.

Guardian Fury. If the Ceustodaemon takes damage while guarding a specific location or object it has been bound to protect, it can make an additional melee attack as a reaction.


Actions

Multiattack. The Ceustodaemon makes three attacks: one with its bite and two with its claws.

  • Bite.Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    • Hit: 21 (3d10 + 5) piercing damage.
  • Claw.Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    • Hit: 14 (2d8 + 5) slashing damage.

Gaze of Terror (Recharge 6). The Ceustodaemon targets a creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Infernal Step (3/Day). The Ceustodaemon teleports up to 60 feet to an unoccupied space it can see. Creatures within 10 feet of its destination must succeed on a DC 16 Constitution saving throw or take 18 (4d8) necrotic damage as the area briefly fills with malevolent energy.


Tactics

The Ceustodaemon is a cunning and brutal opponent, using its Fiery Breath early to soften up groups of enemies. It fights relentlessly to defend any object or location it is bound to guard, utilizing Infernal Step to reposition strategically or close gaps with ranged attackers.

In combat, the Ceustodaemon prioritizes melee attacks, focusing on weaker enemies to break morale while keeping tougher foes at bay with its Gaze of Terror. If a summoner loses control of the Ceustodaemon, it turns its full fury on them, relentlessly hunting them down until its wrath is sated.

Out of combat, its malevolent intelligence makes it an excellent interrogator or manipulator, leveraging its Intimidation and Telepathy to coerce or terrify those who dare to oppose it.


Legendary Actions (Optional for more powerful encounters)

The Ceustodaemon can take 1 legendary action at the end of another creature’s turn, choosing from the options below:

  • Fiendish Leap. The Ceustodaemon moves up to its speed without provoking opportunity attacks.
  • Menacing Roar (Costs 2 Actions). Each creature of the Ceustodaemon’s choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
  • Savage Swipe. The Ceustodaemon makes a single claw attack.
Ceustodaemon
Create

This brown, shaggy-furred beast stands on slate grey hooves. Its head resembles that of a maniacal horned ape.

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.

Originally posted on Pathfinder SRD


Ceustodaemon CR 6
XP 2,400

NE Large outsider (daemon, evil, extraplanar)

Init +1; Senses Darkvision 60 ft., detect good, Detect Magic, see invisibility; Perception +15
DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dexterity, +10 natural, -1 size)

hp 68 (8d10+24)

Fort +9, Ref +3, Will +8

DR 10/good or silver; Immune acid, death effects, disease, mind-affecting effects, Paralysis, poison, polymorph effects, sleep effects; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.

Melee bite +11 (2d6+4), 2 claws +11 (1d6+4)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (30-ft. cone; 6d6 fire damage; Reflex DC 17 for half; usable once every 1d4 rounds)

Spell-Like Abilities (CL 8th; Concentration +10)

Constant – detect good, Detect Magic, see invisibility

At will – dimension door

3/day – dispel magic, fly

1/day – Hold monster (DC 17), slow (DC 15)
STATISTICS
Strength 18, Dexterity 13, Constitution 16, Intelligence 11, Wisdom 14, Charisma 15

Base Atk +8; CMB +13; CMD 24

Feats Alertness, Blind-Fight, Power Attack, Step Up

Skills Bluff +13, Intimidate +11, Knowledge (planes) +9, Perception +15, Sense Motive +15, Stealth +8, Survival +9

Languages Abyssal, Infernal; telepathy 100 ft.

SQ drawn to service
ECOLOGY
Environment any (Abaddon)

Organization solitary

Treasure none
SPECIAL ABILITIES
Drawn to Service (Su)

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.

Lesser Ceustodaemon: This Medium daemon looks like a horned frog with a wide, toothy mouth. Its breath weapon is a chilling cone of ice that deals cold damage.

Greater Ceustodaemon: This daemon resembles a gigantic humanoid bear with the talons of an eagle and curling ram horns sprouting from its head. Its breath weapon is a fan of sparks that deals electricity damage.


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