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Pathfinder

Compendium

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Tarry Demodand

This lithe, toothy creature's jet-black skin looks like living tar, and ooze drips from the claws that cap its long arms.

Tarry demodands are lithe and lean compared to other demodands. Despite this difference, all tarry demodands are strong and agile. Although their batlike wings appear tattered and useless, they can still fly. A tarry Demodand stands 7 feet tall and weighs 400 pounds.

The tarry Demodand is the grunt of the Demodand army—bred for battle, these swift and deadly demodands make up the bulk of any Demodand legion. That they themselves are more powerful than most outsiders is as much a testament to their race as anything else—a single tarry Demodand is a formidable opponent, to say nothing of a group of the creatures. Although tarry demodands are quite strong, they prefer using light weapons—one in each hand. Tarry demodands only rarely use larger weaponry, and then only when directly ordered by a superior. They lack the terrific claws of the greater demodands, and a tarry Demodand with no Weapons tends to flee combat as soon as possible, only to return when it is properly armed.

Special Abilities

Adhesion (Ex) A Creature striking a tarry Demodand With a manufactured weapon must make a DC 23 Reflex save; failure means the weapon sticks to the Demodand And cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful Grapple check. This adhesion grants a +4 racial bonus to CMD against Disarm attempts.

Attributes

Tarry Demodand

CR 13

  • XP

    25,600
  • Ce Medium Outsider (Chaotic, Demodand, Evil, Extraplanar)
  • Init

    +9;

    Senses

    Darkvision 120 Ft., Detect Good, Detect Magic;Perception +22
  • DEFENSE

  • AC

    26, touch 13, flat-footed 23 (+6 Armor, +3 Dex, +7 Natural)
  • hp

    171(18d10+72)
  • Fort

    +15,

    Ref

    +11,

    Will

    +12
  • DR

    10/good And Magic;

    Immunities

    Acid, Poison;

    Resist

    Cold 10, Fire 10;

    SR

    24
  • OFFENSE

  • Speed

    60 Ft., Fly 60 Ft. (Average); 20 Ft., Fly 40 Ft. (Average) In Armor
  • Melee

    Mwk Short Sword +27/+22/+17/+12 (1d6+9/19-20), Mwk Short Sword +27/+22/+17 (1d6+4/19-20), Bite +22 (1d8+4)
  • Special Attacks

    Adhesion, Faith-stealing Strike (Dc 22)
  • Spell-Like Abilities

    (CL 13; concentration +16 )
  • STATISTICS

  • Str

    28,

    Dex

    21,

    Con

    18,

    Int

    12,

    Wis

    13,

    Cha

    17
  • Base Atk

    +18;

    CMB

    27;

    CMD

    42
  • Feats

    Combat Reflexes, Greater Two-weapon Fighting, Improved Bull Rush, Improved Initiative, Improved Two-weapon Fighting, Lunge, Power Attack, Two-weapon Fighting, Weapon Focus (Short Sword),
  • Skills

    Bluff +16 Climb +19 Fly +23 Intimidate +24 Knowledge (arcana) +14 Knowledge (planes) +14 Perception +22 Sense Motive +14 Stealth +17 Survival +14
  • Languages

    Abyssal, Celestial, Common
  • SQ

    Heretical Soul
  • ECOLOGY

  • Environment

    Any (Abyss)
  • Organization

    Solitary, Pair, Or Patrol (3-8)
  • Treasure

    Standard (Masterwork Breastplate, 2 Masterwork Short Swords, Other Treasure)