Demodand, Slimy (CR 20/MR 8)

This muscular, frog-headed humanoid has tattered flesh hanging from its bat-like wings and is covered in a viscous slime.

Mythic Slimy Demodand (CR 20/MR 8)
XP 307,200
Pathfinder Roleplaying Game Bestiary 3
CE Medium outsider (chaotic, demodand, evil, extraplanar, mythic)
Init +5; Senses darkvision 120 ft., detect good, detect magic, see invisibility; Perception +2
Aura channel-stealingMA (20 ft., DC 24), stench (DC 27, 1d6 rounds)

Defense

AC 41, touch 14, flat-footed 37 (+8 armor, +4 Dex, +19 natural)
hp 342 (21d10+227)
Fort +19, Ref +14, Will +14; +8 vs. divine spells
Defensive Abilities DR 10/epic, good, and magic; Immune acid, poison; Resist cold 10, fire 10; SR 31

Offense

Speed 20 ft., fly 40 ft. (average)
Melee bite +31 (1d10+10 plus 2d6 acid), 2 claws +31 (2d6+15/19–20 plus 2d6 acid and grab)
Special Attacks acid, caustic agonyMA (DC 27), crushing demoralizationMMA, dread claws, faith-stealing strikeMA (DC 24), rendMA (2 claws, 2d6+15), where is your god now?MA (DC 24)

Spell-Like Abilities (CL 16th; concentration +20)
Constant—detect good, detect magic, freedom of movementMA, see invisibility
At will—detect thoughts (DC 16), fear (DC 18)
3/day—acid fog, greater dispel magic
1/day—summon (level 6, 1d4 tarry demodands 50%)

Statistics

Str 30, Dex 20, Con 25, Int 14, Wis 15, Cha 19
Base Atk +21; CMB +31 (+35 grapple); CMD 46 (56 vs. grapple)
Feats Bleeding CriticalMF, Blind-Fight, Critical FocusMF, Flyby Attack, Greater Vital Strike, Improved Critical (claw), Improved Vital Strike, Intimidating ProwessMF, Lightning Reflexes, Power AttackMF, Vital Strike
Skills Acrobatics +9 (+5 when jumping), Bluff +28, Climb +17, Escape Artist +15, Fly +23, Intimidate +38, Knowledge (arcana) +13, Knowledge (planes) +13, Sense Motive +26, Spellcraft +20, Stealth +23, Survival +20; Racial Modifiers +10 Escape Artist
Languages Abyssal, Celestial, Common
SQ blasphemous soulMA
Gear +2 mithral breastplate

Ecology

Environment any (Abyss)
Organization solitary or slaving party (1 mythic slimy demodand, 1d4 non–mythic slimy demodands, and 2–12 tarry demodands)
Treasure standard (+2 mithral breastplate, other treasure)

Special Abilities

Acid (Su) A mythic 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 mythic slimy demodand with an unarmed strike or natural attack take 2d6 points of acid damage

Aura of Channel-Stealing (Su) A creature channeling positive or negative energy or casting cure and inflict spells within 20 feet of a mythis mythic slimy demodand must succeed at a DC 24 Will save or the demodand absorbs and negates the effect and gains the benefits of greater heroism for 1d6 rounds. The duration stacks if it absorbs multiple such effects. The save DC is Charisma-based.

Caustic Agony (Ex) A creature damaged by a mythic slimy demodand’s acid while taking bleed damage is stunned with pain for 1 round (DC 27 Fortitude negates). Non-mythic creatures are sickened 1 round on a successful save. The save DC is Constitution-based.

Crushing Demoralization (Ex) Creatures a mythic slimy demodand demoralizes with an Intimidate check are dazed for 1 round. Once per hour, it can expend one use of mythic power to enslave a dazed creature, as dominate monster (DC 24 Will negates). A non-mythic target is affected as crushing despair for 1d6 rounds on a successful save. The save DC is Charisma-based.

Dread Claws (Ex) A mythic slimy demodand adds 1-1/2 times its strength bonus on all attack rolls made when using its claws.

Faith-Stealing Strike (Su) The effects of a mythic slimy demodand’s faith-stealing strike last 1d6 rounds, and it can expend one use of mythic power as a swift action to force its opponent roll twice on its Will save, using the lower result.

Where is Your God Now? (Su) Once per day, a mythic slimy demodand can expend two uses of mythic power as a standard action to curse a creature whose ability to cast divine spells is suppressed, tripling the duration of the effect suppressing its spellcasting. The target also must succeed at a DC 24 Will save or take a –4 penalty on attack rolls, saving throws, skill checks, and ability checks and cannot benefit from conjuration (healing) effects for as long as they are unable to cast divine spells. The save DC is Charisma-based.

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