Medium Fiend, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
19 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +4, WIS +4
Skills Acrobatics +5, Athletics +8
Damage Resistances Cold, Fire
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Planar Jailor. Demodands are permanently affected by a freedom of movement spell.

Adhesive Slime. The farastu is coated with a thick adhesive slime. After every attack, the attacker must make a DC 15 Dexterity saving throw, or else their weapon stays stuck to the farastu. The wielder can continue to make attacks against the farastu, but cannot attack anything else. The weapon stays stuck to the farastu, even after death, unless the wielder uses an action to make a DC 15 Strength check to pull the weapon free.

If the farastu grapples an enemy, they must use their action to make a DC 15 Strength check to break free.

Actions

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 4) piercing damage.

Description

The jailors of Carceri, demodands are an offshoot of the yugoloth species who manage the souls bound to the Tartarian Depths.

Farastu are the lowest of the demodands, and are particularly prized as convoy guards for their ability to literally stick to their charges.

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