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


Resist: cold 10, fire 10


Immune: acid, poison


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


SQ: heretical soul


Languages: Abyssal, Celestial, Common


Ecology

Environment: any (Abyss)


Organization: solitary, pair, or tangle (3–8)


Treasure: standard


Description

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.

Demodand, Gristly–Demodand, Stringy Demon, Abrikandilu This deformed, horned, hunchbacked humanoid has a forked, ratlike tail and two thumbs on each taloned hand.

Source: Pathfinder Roleplaying Game Bestiary 5