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)
Constant—detect good, detect magic
3/day—dispel magic
1/day—chaos 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.