Demodand, Farastu

Minsc and Boo's Journal of Villainy p. 135

Size
Medium
Type
fiend
Alignment
neutral evil
AC
16 (natural armor)
Hit Points
71 (11d8+22)
Speed
walk 40 ft.
Saving Throws
Str +7, Con +5
Skills
Athletics +7
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
acid, fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
11
Languages
Abyssal
Challenge
7
STR
19
+4
DEX
13
+1
CON
14
+2
INT
8
−1
WIS
12
+1
CHA
16
+3

Traits

Adhesive Slime

The farastu secretes a thick, tarlike slime and it can choose to use this slime to secure enemies that it has grappled or to make weapons become attached to it. It is able to end the adhesion with a bonus action, causing all items and creatures secured to it to be released. The adhesion also ends after the farastu dies.

Devil's Sight

Magical darkness doesn't impede the farastu's darkvision.

Keen Smell

The farastu has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance

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

Magic Weapons

The farastu's weapon attacks are magical.

Reckless

At the start of its turn, the farastu can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack

The farastu makes two claw or bite attacks.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. The target is held fast by the farastu's adhesive slime (grappled, escape DC 15) if the farastu isn't already grappling a creature.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Reactions

Adhesive Hide

After taking damage from a melee weapon, the farastu can use its reaction to take the weapon, if the attacker fails a DC 15 Dexterity saving throw. The weapon is attached to the farastu's hide until it releases the weapon, or an attacker takes an action and succeeds with a DC 15 Strength check to pry it off the farastu.

Other data

description