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Farastu Demodand

Medium fiend, Neutral Evil

Armor Class 17 (natural armor)

Hit Points 195 (26d8 + 78)

Speed 40 ft., climb 40 ft.

STR 20 (+5)
DEX 13 (+1)
CON 16 (+3)
INT 8 (-1)
WIS 12 (+1)
CHA 16 (+3)

Saving Throws DEX +5, WIS +5

Skills Perception +9, Stealth +5, Survival +5

Damage Resistances cold, fire

Damage Immunities acid, poison

Condition Immunities paralyzed, poisoned, restrained

Senses darkvision 120 ft., passive Perception 19

Languages Abyssal, Demodand, telepathy 120 ft.

Challenge 11

Boundless Movement. The farastu ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.

Magic Resistance. The farastu has advantage on saving throws against spells and other magical effects.

Spider Climb. The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.

Actions

Multiattack. The farastu makes two Claw attacks and one Bite attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 15, with disadvantage). The farastu has two claws, each of which can grapple one creature.

Bite. Melee Weapon Attack: +9 to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) acid damage.

Summon Demodand (1/Day). The farastu has a 40 percent chance of summoning 1 farastu demodand. A summoned demodand appears in an unoccupied space within 60 feet of the farastu, acts as an ally of the farastu, and can't summon other demodands. It remains for 1 minute, until it or the farastu dies, or until the farastu dismisses it as an action.

Source

MPP, p. 26