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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


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


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%)


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


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.