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Daemon, Guardian

This entity resembles a large bipedal bear-like creature with upward curving horns, elongated fangs, and blackish-gray fur. Its hands end in eagle-like talons.

Guardian Daemon CR 6

XP 2,400
N(E) Large outsider (extraplanar)
Init +1; Senses darkvision 120 ft.; Perception +13

DEFENSE

AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 68 (8d10+24)
Fort +5; Ref +7; Will +8
DR 10/cold iron or silver; Immune acid, hold, mind-affecting effects, poison, polymorph, sleep; Resist cold 10, electricity 10, fire 10
Weaknesses limited domain

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, DC 17, 5d6 fire, useable every 1d4 rounds)

STATISTICS

Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 14
Base Atk +8; CMB +13; CMD 24
Feats Blind-Fight, Improved Natural Attack (bite), Power Attack, Vital Strike
Skills Bluff +13, Diplomacy +9, Intimidate +13, Knowledge (arcana) +8, Knowledge (planes) +12, Perception +13, Sense Motive +13, Stealth +4, Survival +9
Languages Abyssal, Common, Daemonic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Limited Domain (Ex)

The realm of a guardian daemon encompasses only the area it is summoned to guard; a room, chamber, or treasure. The area can be no larger than 100 feet + 10 feet per caster level of the one who summoned it. The guardian daemon can wander freely in its area, but cannot move beyond the precincts of the designated area.


Editor's Note

Although listed as a daemon, it lacks the daemon subtype and evil subtype common to all daemons.  However, it appears to have all the features and common abilities for creatures with these subtypes.  We recommend GM's consider the Guardian Daemon to have the daemon and evil subtypes.

Summoning a Guardian Daemon

A guardian daemon can be summoned by a planar ally, greater planar ally, planar binding, greater planar binding or similar magic that allows a spellcaster to bring an outsider to the Material Plane.