Reign of Winter
This beast resembles a gigantic humanoid bear with the talons of an eagle and curling ram horns sprouting from its head.
NE Large outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see invisibility; Perception +15
AC 24, touch 12, flat-footed 21 (+1 Dex, +12 natural, –1 size)
hp 84 (8d10 +40)
Fort +11, Ref +5, Will +10
Dmg Reduction 10/good or silver
Immune acid, death effects, disease, mind-affecting effects, paralysis, poison, polymorph effects, sleep effects
Resistance cold 10, electricity 10, fire 10
Speed 30 ft.
Melee bite +13 (2d6 +6), 2 claws +13 (1d6 +6)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone; 6d6 electricity damage; Reflex DC 19 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 19), slow (DC 17)
Str 22, Dex 17, Con 20, Int 15, Wis 18, Cha 19
Base Atk +8; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Power Attack, Step Up
Skills Bluff +15, Intimidate +15, Knowledge (planes) +13, Knowledge (any) +13, Perception +15, Sense Motive +15, Stealth +10, Survival +15
Languages Abyssal, Infernal; telepathy 100 ft.
Special Quality drawn to service
Drawn to Service (Su)
When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), greater ceustodaemons take a –5 penalty on the initial Will save and on their Charisma check to refuse service. Greater 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.
Breath Weapon (Su)
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.