AC 16, touch 12, flat-footed 16 (+4 natural, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +2, Ref +5, Will +4
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
Speed 5 ft., fly 50 ft. (perfect)
Melee bite +6 (1d4+1 plus disease)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks soul lock
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7, Stealth +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SQ change shape (2 of the following forms: lizard, octopus, small scorpion, venomous snake, polymorph)
Cacodaemonia: Bite—injury; save Fortitude DC 12; onset 1 day; frequency 1/day; effect 1d2 Wisdom damage, cure 2 consecutive saves.
In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).
Soul Lock (Su)
Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon’s gut, which it can regurgitate as a standard action. A soul gem is a fine-sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. This is a death effect. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12 caster level check. Failure results in the spell having no effect, while success shatters the victim’s soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based.
Any evil outsider can, as a standard action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains fast healing 2 for a number of rounds equal to its Hit Dice.