Demodand, Terry
This creature appears as a tall, powerful gray-skinned humanoid with green eyes and a long, oval, amphibious head. Two large, dull gray batlike wings sprout from its shoulders. Its hands end in blackened claws.
Demodand, Terry (CR 10)
Medium Outsider (Chaotic, Demodand, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +5
Senses: Darkvision 120 feet; Perception +19
Speed: 40 feet, Fly 60 feet (average)
Space: 5 feet
Defense
Armor Class: 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)Hit Points: 104 (11d10+44)
Saving Throws: Fort +11, Ref +8, Will +10
Damage Reduction: 10/good and magic
Immunity: acid, poison, mindaffecting effects
Energy Resistance: cold 10, fire 10
Spell Resistance: 21
Offense
Melee: 2 claws +19 (1d6+7 plus Grab), bite +18 (1d8+7)Reach: 5 feet
Special Attacks: adhesive, rage
Spell-Like Abilities (CL 11th):
- At Will- Detect Good, Detect Magic, Detect Thoughts (DC 15), Fear (DC 17), Gaseous Form, Invisibility (self only), Magic Circle against Good, See Invisibility, Tongues
- 3/day- Dispel Magic, Fog Cloud, Ray Of Enfeeblement
- 1/day- Chaos Hammer (DC 17), summon (level 4, 1d2 tarry demodands 40%)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
24 (+7) | 20 (+5) | 19 (+4) | 12 (+1) | 12 (+1) | 16 (+3) |
CMB +18 (+26 Grapple)
CMD 33
Feats: Alertness, Cleave, Great Cleave, Iron Will, Weapon Focus (claws)
Skills: Bluff +17, Fly +13, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +19, Sense Motive +12, Stealth +19, Survival +15
Languages: Abyssal, Common
Special Abilities
Adhesive (Ex)
A tarry demodand exudes a thick tar-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it. A tarry demodand has a +4 racial bonus on grapple checks due to its tarry secretions in addition to that provided by its grab ability. A weapon that strikes a tarry demodand is stuck fast unless the wielder succeeds on a DC 19 Reflex save. A successful DC 19 Strength check is needed to pry it off. The save DC and check DC are Constitution-based. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the tarry demodand can still grapple normally. A tarry demodand can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies.Rage (Ex)
A tarry demodand that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength and -4 AC. The creature cannot end its rage voluntarily. While raging, make the following adjustments to the tarry demodand's statistics: AC 23, touch 11, flat-footed 18; CMB +20 (+28 grapple CMD 35; Melee 2 claws +21 melee (1d6+9), bite +20 melee (1d8+9 Str 28Ecology
Environment: Any , CarceriOrganization: solitary or troupe (2-5)
Treasure: standard
The cruel and malevolent tarry demodands wander the planes of Tarterus as soldiers and warriors in the mighty demodand armies. They are often employed by the shaggy demodands to battle daemons, demons, and devils. Tarry demodands care little for anything and attack just about anything weaker than them.
A typical tarry demodand stands 7 feet tall and weighs about 420 pounds. The tarry demodand attacks with its claws and bite, though it usually opens combat using its spell-like abilities. Should it fly into a rage, it attacks relentlessly until its opponent is slain. Any creature that becomes stuck to the tarry demodand is shredded by its wicked claws.
Credit The Tarry Demodand originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
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