Demodand, Farastu
Minsc and Boo's Journal of Villainy p. 135
- Tamaño
- Mediano
- Tipo
- fiend
- Alineamiento
- neutral malvado
- CA
- 16 (natural armor)
- Puntos de golpe
- 71 (11d8+22)
- Velocidad
- walk 40 ft.
- Salvaciones
- Str +7, Con +5
- Habilidades
- Athletics +7
- Resistencias
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Inmunidades
- acid, fire, poison
- Inmunidad a estados
- poisoned
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 11
- Idiomas
- Abyssal
- Desafío
- 7
Rasgos
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.
Acciones
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.
Reacciones
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.