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.
CE Medium (, demodand, , )
Init +9; Senses 120 ft., detect good, detect magic; Perception +22
DEFENSE
AC 26, touch 13, flatfooted 23 (+6 armor, +3 Dex, +7 natural)
hp 171 (18d10+72)
Fort +15, Ref +11, Will +12; +4 vs. divine spells
10/good and magic; acid, poison; cold 10, fire 10; 24
OFFENSE
Speed 60 ft., fly 60 ft. (average) (40 ft., 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)
(CL 13th; concentration +16)
Constant—detect good, detect magic
3/day—dispel magic
1/day—chaos hammer (DC 17), (level 4, 1d2 tarry demodands 40%)
STATISTICS
Str 28, Dex 21, Con 18, Int 12, Wis 13, Cha 17
Base Atk +18; +27; CMD 42 (46 vs. disarm)
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)
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.
Faith-Stealing Strike (Su) When a tarry demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, that creature must succeed at a Will saving throw DC 22 or be unable to cast any divine spells for 1 round. Once a creature succeeds at this save, it is immune to further faith-stealing strikes from that particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul (Ex) All demodands gain a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scried area normally, but the demodand simply does not appear.
Stringy Demodand
This lanky, winged humanoid is covered in layers of long, ropy skin growths.
Stringy demodands fulfill their duty to their titan masters as kidnappers and slave masters throughout the Abyssal realms. Stringy demodands’ agility allows them to quickly snatch up targets and prevent slave revolts before they start. The stringy demodands’ long, obsidian-colored skin growths give the abhorrent outsiders their name. These fibers resemble nothing so much as elongated skin tags the girth of a human finger and are roughly 4 feet in length. The fibrous outgrowths sprout from their heads and the tips of their wings. These ropy feelers bob and sway wildly as a stringy demodand moves, creating a truly disturbing image for those victims who glimpse back at their Abyssal pursuer. Because these rubbery strands cover most of the creatures’ bodies, they provide a measure of natural protection that allows stringy demodands to eschew armor. Stringy demodands are typically 6 feet tall and weigh 300 pounds.
CE Medium (, demodand, , )
Init +8; Senses 120 ft., detect good, detect magic; Perception +24
DEFENSE
AC 30, touch 18, flat-footed 22 (+8 Dex, +12 natural)
hp 230 (20d10+120)
Fort +18, Ref +14, Will +13; +4 vs. divine spells
10/good and magic; acid, poison; cold 10, fire 10; 26
OFFENSE
Speed 40 ft., 40 ft. (average)
Melee bite +29 (2d6+9 plus 2d6 nonlethal/19–20), 2 claws +29 (1d10+9 plus 2d6 nonlethal/19–20)
Special Attacks entangling folds, faith-stealing strike (DC 24)
(CL 15th; concentration +19)
Constant—detect good, detect magic
At will—detect thoughts (DC 16)
3/day—fear (DC 18), greater dispel magic
1/day—hold monster (DC 19), (level 6, 1d4 tarry demodands or 1d2 stringy demodands 40%)
STATISTICS
Str 28, Dex 27, Con 23, Int 12, Wis 13, Cha 18
Base Atk +20; +29; CMD 47
Feats Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Vital Strike, Intimidating Prowess, Power Attack, Vital Strike
Skills Acrobatics +26, Bluff +27, Climb +22, Fly +21, Intimidate +36, Knowledge (planes) +14, Perception +24, Sense Motive +14, Stealth +26, Survival +14
Languages Abyssal, Celestial, Common
SQ heretical soul
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or tangle (3–8)
Treasure standard
SPECIAL ABILITIES
Entangling Folds (Ex) Although the disgusting growths on a stringy demodand are technically part of its skin, the demodand has a small measure of control over these ropy appendages. As a swift action, a stringy demodand can use its growths to entangle any adjacent creatures of its size or smaller. To resist being entangled, a target must succeed at a DC 25 Reflex save. As long as the stringy demodand is entangling one or more creatures, any creature that moves adjacent to the demodand must successfully save or likewise be entangled. Entangled creatures can’t move farther than 5 feet from the stringy demodand until they break free from its growths. An entangled creature can break free as a move action by succeeding at a DC 25 Strength or Escape Artist check. The save DCs are Constitution-based.
Faith-Stealing Strike (Su) When a stringy demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, that creature must succeed at a Will saving throw DC 24 or be unable to cast any divine spells for 1 round. Once a creature succeeds at this save, it is immune to further faith-stealing strikes from that particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul (Ex) All demodands gain a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scried area normally, but the demodand simply does not appear.
Slimy Demodand
This muscular, frog-headed humanoid has tattered flesh hanging from its batlike wings and is covered in a viscous slime.
Slimy demodands are more muscular than shaggy demodands, but aren’t as lithe or quick as their tarry brethren. They have froglike heads, similar to those of the shaggy demodands, but their constantly darting eyes give them a more feral look. A slimy demodand stands 6 feet tall and weighs 500 pounds. Slimy demodands often serve as shock troops in demodand armies, but they are also frequently put in charge of gathering and keeping slaves. Slimy demodands have no magical mind control powers, but prefer to rely upon intimidation and physical threats anyway to manage their slaves and keep them in line.
CE Medium (, demodand, , )
Init +4; Senses 120 ft., detect good, detect magic, see invisibility; Perception +2
Aura (DC 26, 1d6 rounds)
DEFENSE
AC 30, touch 13, flat-footed 27 (+6 armor, +3 Dex, +11 natural)
hp 241 (21d10+126)
Fort +18, Ref +13, Will +14; +4 vs. divine spells
10/good and magic; acid, poison; cold 10, fire 10; 27
OFFENSE
Speed 30 ft., fly 60 ft. (average) (20 ft., 40 ft. [average] in armor)
Melee bite +30 (1d10+9 plus 2d6 acid), 2 claws +30 (2d6+13/19– 20 plus 2d6 acid and )
Special Attacks acid, dread claws, faithstealing strike (DC 23)
(CL 16th; concentration +19)
Constant—detect good, detect magic, see invisibility
At will—detect thoughts (DC 15), fear (DC 17)
3/day—acid fog, greater dispel magic
1/day— (level 6, 1d4 tarry demodands 50%)
STATISTICS
Str 28, Dex 18, Con 23, Int 14, Wis 15, Cha 17
Base Atk +21; +30 (+34 grapple); CMD 44
Feats Bleeding Critical, Blind-Fight, Critical Focus, Flyby Attack, Greater Vital Strike, Improved Critical (claw), Improved Vital Strike, Intimidating Prowess, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +8, Bluff +27, Climb +16, Fly +25, Intimidate +36, Knowledge (arcana) +13, Knowledge (planes) +13, Sense Motive +26, Spellcraft +20, Stealth +25, Survival +20
Languages Abyssal, Celestial, Common
SQ heretical soul
ECOLOGY
Environment any (Abyss)
Organization solitary or slaving party (2 slimy demodands and 2–5 tarry demodands)
Treasure standard (masterwork breastplate, other treasure)
SPECIAL ABILITIES
Acid (Su) A slimy demodand is coated in an ever-dripping layer of acid that deals an extra 2d6 points of acid damage on a successful natural attack. In addition, opponents that successfully strike a slimy demodand with an unarmed strike or natural attack take 2d6 points of acid damage.
Dread Claws (Ex) A slimy demodand adds 1-1/2 times its strength bonus on all attack rolls made when using its claws.
Faith-Stealing Strike (Su) When a slimy demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, that creature must succeed at a Will saving throw DC 23 or be unable to cast any divine spells for 1 round. Once a creature succeeds at this save, it is immune to further faith-stealing strikes from that particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul (Ex) All demodands gain a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scried area normally, but the demodand simply does not appear.
Gristly Demodand
This obese humanoid has a wide mouth, batlike wings, and pale fluid seeping from rolls of black, greasy skin.
Gristly demodands delight in inf licting pain and suffering, eagerly fulfilling their roles in demodand culture as assassins, executioners, and torturers. These fiends conduct special missions of reconnaissance, disruption, and violent destruction, frequently leading crack units of tarry demodands into hostile lands, where they attack key demonic installations in order to subject their captives to brutal and insidious torture for the purpose of extracting information. A gristly demodand’s skin is stretched so taut over rolls of fat and cartilaginous flesh that it continually rips and splits, though a yellow-white mucus that oozes out from within heals these superficial tears, keeping its body intact. A typical gristly demodand is 7 feet tall and weighs up to 600 pounds.
CE Medium (, demodand, , )
Init +10; Senses 120 ft., detect good, detect magic, see invisibility; Perception +25
DEFENSE
AC 32, touch 16, flat-footed 26 (+1 armor, +6 Dex, +15 natural)
hp 264 (23d10+138); 10
Fort +19, Ref +15, Will +15; +4 vs. divine spells
Defensive Abilities (50%); 15/good and slashing; acid, poison; cold 10, fire 10; 28
OFFENSE
Speed 40 ft., 50 ft. (average)
Melee +1 vicious maul +34/+29/+24/+19 (2d6+16/19–20/×3 plus 2d6) or 2 claws +33 (2d6+10)
Special Attacks faith-stealing strike (DC 25), sacrilegious spittle
(CL 17th; concentration +21)
Constant—detect good, detect magic, see invisibility
At will—dimensional anchor, fear (DC 18), protection from good, seek thoughts (DC 17)
3/day—quickened excruciating deformation (DC 17), greater dispel magic, quickened pain strike (DC 17)
1/day—mass pain strike (DC 19), (level 6, 1d4 tarry demodands or 1d2 stringy demodands 55%), waves of exhaustion
STATISTICS
Str 31, Dex 22, Con 23, Int 17, Wis 14, Cha 18
Base Atk +23; +33; CMD 49
Feats Combat Reflexes, Critical Focus, Improved Critical (maul), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Lunge, Power Attack, Quicken Spell-Like Ability (excruciating deformation), Quicken Spell-Like Ability (pain strike), Staggering Critical, Stunning Critical
Skills Acrobatics +21, Bluff +22, Climb +25, Fly +29, Intimidate +40, Knowledge (arcana, planes, religion) +14, Perception +25, Sense Motive +20, Spellcraft +23, Stealth +29, Survival +25
Languages Abyssal, Celestial, Common
SQ heretical soul
ECOLOGY
Environment any (Abyss)
Organization solitary or hunting party (1 gristly demodand plus 2–5 tarry demodands)
Treasure standard (mwk armored kilt, +1 vicious maul, other treasure)
SPECIAL ABILITIES
Faith-Stealing Strike (Su) When a gristly demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, that creature must succeed at a Will saving throw DC 25 or be unable to cast any divine spells for 1 round. Once a creature succeeds at this save, it is immune to further faith-stealing strikes from that particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul (Ex) All demodands gain a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scried area normally, but the demodand simply does not appear.
Sacrilegious Spittle (Ex) As a standard action once every 1d4 rounds, a gristly demodand can spit acidic mucus in a 30-foot cone. Creatures in the area take 15d6 points of acid damage (DC 27 Reflex half), and are entangled on a failed save. Entangled creatures take 5d6 points of acid damage each round at the end of their turns. Creatures that take acid damage from sacrilegious spittle are also subject to the demodand’s faith-stealing strike. Each round on its turn, an entangled creature may attempt a new saving throw to end the effect, as a full-round action that provokes attacks of opportunity. The save DC is Constitution-based.
Shaggy Demodand
This toad-faced humanoid is bloated and swollen, with folds of obsidian skin hanging down beneath two immense bat wings.
Shaggy demodands are obese outsiders that occupy the highest status within demodand society. The fleshy tyrants stand just under 7 feet tall and have huge bat wings capable of supporting their 600-pound weight. Their faces have the broad-set eyes of a toad and toothy underbites. Although they still answer to their titanic masters, shaggy demodands are the masters of their kind, and serve the thanatotic titans as advisors, covert agents, or battlefield generals. In the Abyss, shaggy demodands command great armies, leading them against demonic hordes as the balance of Abyssal power ebbs and flows. Often underestimated due to their shape, these demodands are both intelligent and cunning, and approach battle with an effective mixture of strategy and ruthless detachment.
CE Medium (, demodand, , )
Init +11; Senses 30 ft., 60 ft., detect good, detect magic, see invisibility; Perception +36
DEFENSE
AC 32, touch 17, flat-footed 25 (+7 Dex, +15 natural)
hp 262 (25d10+125)
Fort +19, Ref +17, Will +18; +4 vs. divine spells
15/good and magic; acid, poison; cold 10, fire 10; 29
OFFENSE
Speed 40 ft., 50 ft. (average)
Melee +2 unholy morningstar +36/+31/+26/+21 (1d8+11), bite +32 (2d6+4), claw +32 (1d6+4) or bite +34 (2d6+9), 2 claws +34 (1d6+9)
Special Attacks faith-stealing strike (DC 27)
(CL 20th; concentration +25)
Constant—detect good, detect magic, see invisibility
At will—detect thoughts (DC 17), fear (DC 19), gaseous form, greater dispel magic, invisibility (self only), magic circle against good
3/day—empowered cloudkill (DC 20), fog cloud, quickened ray of enfeeblement (DC 16), stinking cloud (DC 18)
1/day—blasphemy (DC 22), chaos hammer (DC 19), mass charm monster (DC 23), (level 6, 1d6 tarry demodands or 1d4 slimy demodands 60%)
STATISTICS
Str 29, Dex 24, Con 21, Int 19, Wis 18, Cha 20
Base Atk +25; +34; CMD 51
Feats Alertness, Cleave, Combat Casting, Combat Reflexes, Empower Spell-Like Ability (cloudkill), Flyby Attack, Great Cleave, Improved Initiative, Intimidating Prowess, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-Like Ability (ray of enfeeblement)
Skills Acrobatics +35 (+39 when jumping), Bluff +28, Diplomacy +28, Fly +35, Intimidate +42, Knowledge (arcana) +23, Knowledge (planes) +15, Knowledge (religion) +15, Perception +36, Sense Motive +36, Spellcraft +29, Use Magic Device +30
Languages Abyssal, Celestial, Common
SQ heretical soul
ECOLOGY
Environment any (Abyss)
Organization solitary or warband (1 shaggy demodand plus 2–5 tarry demodands)
Treasure double (+2 unholy morningstar, other treasure)
SPECIAL ABILITIES
Faith-Stealing Strike (Su) When a shaggy demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, that creature must succeed at a Will saving throw DC 27 or be unable to cast any divine spells for 1 round. Once a creature succeeds at this save, it is immune to further faith-stealing strikes from that particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul (Ex) All demodands gain a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scried area normally, but the demodand simply does not appear.