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Demodand, Tarry

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

Tarry Demodand CR 13

XP 25,600
CE Medium outsider (chaotic, demodand, evil, extraplanar)
Init +9; Senses darkvision 120 ft., detect good, detect magic; Perception +22

DEFENSE

AC 26, touch 13, flat-footed 23 (+6 armor, +3 Dex, +7 natural)
hp 171 (18d10+72)
Fort +15, Ref +11, Will +12; +4 vs. divine spells
DR 10/good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 24

OFFENSE

Speed 40 ft., fly 40 ft. (average)
Melee mwk short sword +26/+21/+16/+11 (1d6+9/19-20), mwk short sword +26/+21/+16 (1d6+4/19-20), bite +22 (1d8+4)
Special Attacks adhesion, faith-stealing strike
Spell-Like Abilities (CL 13th; concentration +24)

Constantdetect good, detect magic
3/daydispel magic
1/daychaos hammer (DC 17), summon (level 4, 1d2 tarry demodands 40%)

STATISTICS

Str 28, Dex 21, Con 18, Int 12, Wis 13, Cha 17
Base Atk +18; CMB +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

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.

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, or patrol (3-8)
Treasure standard (masterwork breastplate, 2 masterwork short swords, other treasure)

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.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.