Demodand, Tarry (CR 16/MR 6)

This lithe, toothy creature’s jet-black skin looks like living tar, and ooze drips from the claws that cap its long arms.

Mythic Tarry Demodand (CR 16/MR 6)
XP 76,800
Pathfinder Roleplaying Game Bestiary 3
CE Medium outsider (chaotic, demodand, evil, extraplanar, mythic)
Init +9/−11 dual initiativeMA; Senses darkvision 120 ft., detect good, detect magic, faith senseMA; Perception +22

Defense

AC 32, touch 13, flat-footed 29 (+6 armor, +3 Dex, +13 natural)
hp 249 (18d10+150)
Fort +16, Ref +11, Will +12; +8 vs. divine spells
Defensive Abilities block attacksMA; DR 10/epic, good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 27

Offense

Speed 40 ft., fly 40 ft. (average)
Melee mwk short sword +28/+23/+18/+13 (1d6+10/19–20), mwk short sword +28/+23/+18 (1d6+5/19–20), bite +23 (1d8+5)
Special Attacks entangling adhesionMA, faith-destroying strikeMA, mythic power (6/day, surge +1d8), smith faithMA

Spell-Like Abilities (CL 13th; concentration +24)
Constant—detect good, detect magic
3/day—dispel magic
1/day—chaos hammer (DC 17), summon (level 4, 1d2 tarry demodands 40%)

Statistics

Str 30, Dex 21, Con 20, Int 12, Wis 13, Cha 19
Base Atk +18; CMB +28; CMD 43 (47 vs. disarm)
Feats Combat Reflexes, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Initiative, Improved Two-Weapon Fighting, Lunge, Power AttackMF, Two-Weapon FightingMF, Weapon Focus (short sword)MF
Skills Bluff +17, Climb +20, Fly +23, Intimidate +25, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +22, Sense Motive +14, Stealth +17, Survival +14
Languages Abyssal, Celestial, Common
SQ blasphemous soulMA

Ecology

Environment any (Abyss)
Organization solitary, pair, or patrol (1 mythic tarry demodand and 3–8 tarry demodands)
Treasure standard (masterwork breastplate, 2 masterwork short swords, other treasure)

Special Abilities

Entangling Adhesion (Ex) A creature striking a mythic tarry demodand with a manufactured weapon must make a DC 26 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. In addition, whenever a mythic tarry demodand enters melee, it exudes thick and stringy ropes of black tar that whirl around it. All adjacent creatures except other tarry demodands must make a DC 26 Reflex save or become entangled. The save DCs are Constitution-based and include a +2 racial bonus.

Faith-Destroying Strike (Su) The effects of a mythic tarry demodand’s faith-stealing strike last 1d3 rounds, and a non-mythic creature failing its save loses the use of a random prepared divine spell (or spell slot) of the highest level it can cast for 1 minute.

Smite Faith (Su) As a swift action up to seven times per day, a mythic tarry demodand can choose one target within sight to smite. If this target has divine spellcasting or spell-like abilities, the mythic tarry 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 tarry demodand’s first successful attack increases to twice its HD. If the mythic tarry 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.

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