Demodand, Shaggy (CR 23/MR 9)

This toad-faced humanoid is bloated and swollen, with folds of obsidian skin hanging down beneath two immense bat wings.

Mythic Shaggy Demodand (CR 23/MR 9)
XP 819,200
Pathfinder Roleplaying Game Bestiary 3
CE Medium outsider (chaotic, demodand, evil, extraplanar, mythic)
Init +20M/+0, dual initiativeMA; Senses blindsense 30 ft., darkvision 60 ft., detect good, detect magic, faith senseMA, see invisibility; Perception +36
Aura channel blocking (50 ft., DC )


AC 41, touch 17, flat-footed 34 (+7 Dex, +24 natural)
hp 352 (25d10+215)
Fort +19, Ref +17, Will +18; +8 vs. divine spells; second saveMA
Defensive Abilities block attacksMA; DR 15/epic, good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 34


Speed 40 ft., fly 50 ft. (average)
Melee +2 unholy morningstar +38/+33/+28/+23 (1d8+13), bite +34 (2d6+5), claw +34 (1d6+5) or bite +36 (2d6+11), 2 claws +36 (1d6+11)
Special Attacks daunting presenceMA, faith-destroying strikeMA, mythic power (9/day, surge +1d10), mythic spell-like abilitiesMA, smite faithMA

Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect good, detect magic, see invisibility
At will—detect thoughts (DC 19), fear (DC 21), gaseous form, greater dispel magic, invisibility (self only), magic circle against good
3/day—empowered cloudkill (DC 22), fog cloud, quickened ray of enfeeblement (DC 18), stinking cloud (DC 20)
1/day—blasphemy (DC 24), chaos hammer (DC 21), mass charm monster (DC 25), summon (level 6, 1d6 tarry demodands or 1d4 slimy demodands 60%)


Str 33, Dex 24, Con 21, Int 19, Wis 18, Cha 24
Base Atk +25; CMB +36; CMD 53
Feats Alertness, CleaveMF, Combat Casting, Combat ReflexesMF, Empower Spell-Like Ability (cloudkill), Flyby Attack, Great Cleave, Improved InitiativeMF, Intimidating ProwessMF, Lightning Reflexes, Multiattack, Power AttackMF, Quicken Spell-Like Ability (ray of enfeeblement)
Skills Acrobatics +35 (+39 when jumping), Bluff +30, Diplomacy +30, Fly +35, Intimidate +46M, Knowledge (arcana) +26, Knowledge (planes) +15, Knowledge (religion) +15, Perception +36, Sense Motive +36, Spellcraft +29, Use Magic Device +32
Languages Abyssal, Celestial, Common
SQ blasphemous soulMA


Environment any (Abyss)
Organization solitary or warband (1 mythic shaggy demodand plus 2–5 tarry demodands)
Treasure double (+2 unholy morningstar, other treasure)

Special Abilities

Aura of Channel Blocking (Su) A mythic shaggy demodand radiates an aura in a 40-foot radius that blocks channeling. Any creature in this area that attempts to channel positive or negative energy, such as by casting a cure or inflict spell, or by using a channel energy class feature, must succeed at a DC 29 Will save or fail in the attempt and lose that spell or that use of the ability. The save DC is Charisma-based.

Daunting Presence (Su) As a standard action three times per day, a mythic shaggy demodand can make an Intimidate check to demoralize all opponents in a 30 ft. radius that can see or hear it. If any target would be shaken for 4 or more rounds, that target is instead frightened for 1 or more rounds (the shaken duration less 3 rounds). A mythic shaggy demodand can expend one use of mythic power as a swift action to advance the fear condition of opponents affected by its daunting presence by one step: shaken creatures become frightened, and frightened creatures become panicked. In addition, any creature capable of casting divine spells that is affected by a mythic shaggy demodand’s daunting presence must succeed at a DC 29 Will save or be unable to cast any divine spells or use any divine spell-like abilities for 1 round. This is a mind-affecting fear effect and the save DC is Charisma-based.

Faith-Shattering Strike (Su) The effects of a mythic shaggy demodand’s faith-stealing strike last 1d6 rounds, and a non-mythic creature failing its save loses a random prepared divine spell (or spell slot) of the highest level it can cast, as though the spell had been cast without effect.When a mythic shaggy demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, or using divine spell-like abilities, that creature must make a DC 29 Will saving throw or be unable to cast any divine spells for 1d3 rounds. In addition, a non-mythic creature that fails its saving throw loses the use of one of its prepared or known divine spells for 1 minute. The spell lost is random, but it is always of the highest level that the creature can currently cast. The save DC is Charisma-based.

Faith Sense (Su) A mythic shaggy demodand automatically senses whether any creature in a 40 ft. radius has any divine spellcasting or spell-like abilities, and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

Smite Faith (Su) As a swift action up to seven times per day, a mythic shaggy demodand can choose one target within sight to smite. If this target has divine spellcasting or spell-like abilities, the mythic shaggy demodand’s attacks automatically bypass any DR the creature might possess, and it adds its Charisma bonus to its attack rolls and its HD to its damage rolls against that target. If the target of smite faith is an outsider with the good subtype, the bonus to damage on the mythic shaggy demodand’s first successful attack increases to twice its HD. If the mythic shaggy demodand targets a creature that does not possess divine spellcasting or spell-like abilities, the smite is wasted with no effect. The smite faith effect remains for up to 10 minutes but ends if the target of the smite is slain.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.