Demodand, Gristly

This obese humanoid has a wide mouth, batlike wings, and pale fluid seeping from rolls of black, greasy skin.

Gristly Demodand CR 17

XP 102,400

CE Medium outsider (chaotic, demodand, evil, extraplanar)

Init +10; Senses darkvision 120 ft., detect good, detect magic, see invisibility; Perception +25

Defense

AC 32, touch 16, flat-footed 26 (+1 armor, +6 Dex, +15 natural)

hp 264 (23d10+138); fast healing 10

Fort +19, Ref +15, Will +15; +4 vs. divine spells

Defensive Abilities fortification (50%); DR 15/good and slashing; Immune acid, poison; Resist cold 10, fire 10; SR 28

Offense

Speed 40 ft., fly 50 ft. (average)

Melee +1 vicious maul +34/+29/+24/+19 (2d6+16/19-20/×3 plus 2d6) or 2 claws +33 (2d6+10)

Special Attacks faith-stealing strike (DC 25), sacrilegious spittle

Spell-Like Abilities (CL 17th; concentration +21)

Constant—detect good, detect magic, see invisibility

At will—dimensional anchor, fear (DC 18), protection from good, seek thoughts (DC 17)

3/day—quickened excruciating deformation (DC 17), greater dispel magic, quickened pain strike (DC 17)

1/day—mass pain strike (DC 19), summon (level 6, 1d4 tarry demodands or 1d2 stringy demodands 55%), waves of exhaustion

Statistics

Str 31, Dex 22, Con 23, Int 17, Wis 14, Cha 18

Base Atk +23; CMB +33; CMD 49

Feats Combat Reflexes, Critical Focus, Improved Critical (maul), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Lunge, Power Attack, Quicken Spell-Like Ability (excruciating deformation), Quicken Spell-Like Ability (pain strike), Staggering Critical, Stunning Critical

Skills Acrobatics +21, Bluff +22, Climb +25, Fly +29, Intimidate +40, Knowledge (arcana, planes, religion) +14, Perception +25, Sense Motive +20, Spellcraft +23, Stealth +29, Survival +25

Languages Abyssal, Celestial, Common

SQ heretical soul

Ecology

Environment any (Abyss)

Organization solitary or hunting party (1 gristly demodand plus 2-5 tarry demodands)

Treasure standard (mwk armored kilt, +1 vicious maul, other treasure)

Special Abilities

Sacrilegious Spittle (Ex) As a standard action once every 1d4 rounds, a gristly demodand can spit acidic mucus in a 30-foot cone. Creatures in the area take 15d6 points of acid damage (DC 27 Reflex half), and are entangled on a failed save. Entangled creatures take 5d6 points of acid damage each round at the end of their turns. Creatures that take acid damage from sacrilegious spittle are also subject to the demodand's faith-stealing strike. Each round on its turn, an entangled creature may attempt a new saving throw to end the effect, as a full-round action that provokes attacks of opportunity. The save DC is Constitution-based.

Gristly demodands delight in inflicting pain and suffering, eagerly fulfilling their roles in demodand culture as assassins, executioners, and torturers. These fiends conduct special missions of reconnaissance, disruption, and violent destruction, frequently leading crack units of tarry demodands into hostile lands, where they attack key demonic installations in order to subject their captives to brutal and insidious torture for the purpose of extracting information.

A gristly demodand's skin is stretched so taut over rolls of fat and cartilaginous flesh that it continually rips and splits, though a yellow-white mucus that oozes out from within heals these superficial tears, keeping its body intact.

A typical gristly demodand is 7 feet tall and weighs up to 600 pounds.

Demodand, Stringy

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)

Constant—detect good, detect magic

At will—detect thoughts (DC 16)

3/day—fear (DC 18), greater dispel magic

1/day—hold 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

Ecology

Environment any (Abyss)

Organization solitary, pair, or tangle (3-8)

Treasure standard

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.

Stringy demodands fulfill their duty to their titan masters as kidnappers and slave masters throughout the Abyssal realms. Stringy demodands' agility allows them to quickly Snatch up targets and prevent slave revolts before they start.

The stringy demodands' long, obsidian-colored skin growths give the abhorrent outsiders their name. These fibers resemble nothing so much as elongated skin tags the girth of a human finger and are roughly 4 feet in length. The fibrous outgrowths sprout from their heads and the tips of their wings. These ropy feelers bob and sway wildly as a stringy demodand moves, creating a truly disturbing image for those victims who glimpse back at their Abyssal pursuer.

Because these rubbery strands cover most of the creatures' bodies, they provide a measure of natural protection that allows stringy demodands to eschew armor. Stringy demodands are typically 6 feet tall and weigh 300 pounds.