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Demodand, Stringy

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This lanky, winged humanoid is covered in layers of long, ropy skin growths.

Stringy Demodand CR 15

XP 51,200
CE Medium outsider (chaotic, demodand, evil, extraplanar)
Init +8; Senses darkvision 120 ft., detect good, detect magic; Perception +24

DEFENSE

AC 30, touch 18, flat-footed 22 (+8 Dex, +12 natural)
hp 230 (20d10+120)
Fort +18, Ref +14, Will +13; +4 vs. divine spells
DR 10/good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 26

OFFENSE

Speed 40 ft., fly 40 ft. (average)
Melee bite +29 (2d6+9 plus 2d6 nonlethal/19–20), 2 claws +29 (1d10+9 plus 2d6 nonlethal/19–20)
Special Attacks entangling folds, faith-stealing strike (DC 24)
Spell-Like Abilities (CL 15th; concentration +19)

Constantdetect good, detect magic
At willdetect thoughts (DC 16)
3/dayfear (DC 18), greater dispel magic
1/dayhold monster (DC 19), summon (level 6, 1d4 tarry demodands or 1d2 stringy demodands 40%)

STATISTICS

Str 28, Dex 27, Con 23, Int 12, Wis 13, Cha 18
Base Atk +20; CMB +29; CMD 47
Feats Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Vital Strike, Intimidating Prowess, Power Attack, Vital Strike
Skills Acrobatics +26, Bluff +27, Climb +22, Fly +21, Intimidate +36, Knowledge (planes) +14, Perception +24, Sense Motive +14, Stealth +26, Survival +14
Languages Abyssal, Celestial, Common
SQ heretical soul

SPECIAL ABILITIES

Entangling Folds (Ex)

Although the disgusting growths on a stringy demodand are technically part of its skin, the demodand has a small measure of control over these ropy appendages. As a swift action, a stringy demodand can use its growths to entangle any adjacent creatures of its size or smaller. To resist being entangled, a target must succeed at a DC 25 Reflex save. As long as the stringy demodand is entangling one or more creatures, any creature that moves adjacent to the demodand must successfully save or likewise be entangled.

Entangled creatures can't move farther than 5 feet from the stringy demodand until they break free from its growths. An entangled creature can break free as a move action by succeeding at a DC 25 Strength or Escape Artist check. The save DCs are Constitution-based.