Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Action
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and automatically initiates a grapple if the tarry demodand wishes. Grappled creatures must succeed at a Strength (Athletics) or Dexterity (Acrobatics) check contested by the tarry demodand's Strength (Athletics) check. For each such grappled opponent, the tarry demodand must forgo one of its Claw attacks while the grapple is in effect. However, it has advantage on melee attacks conducted against grappled creatures.
Action
Multiattack
The tarry demodand makes one Bite attack and two Claw attacks.
Action
Summon Demodand
(1/day)The tarry demodand has a 30% chance of summoning one tarry demodand to aid it for up to 1 minute. The summoned demodand appears in an unoccupied space within 60 feet of the summoning demodand and acts on the summoner's initiative.
Bonus Action
Rage
(3/day)The tarry demodand may enter a rage. While enraged it gains advantage on Strength checks and saving throws, inflicts +3 additional damage each time it hits with a melee attack, and gains resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute or until the tarry demodand chooses to end it (as a bonus action). While enraged, the tarry demodand may not use its Innate Spellcasting abilities or Summon Demodand.
Special
2/day
dispel magic, black tentacles
Special
Adhesive Flesh
Any time a creature strikes the tarry demodand with a non-natural melee weapon, the attacker must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the demodand's body. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 16 Strength check and succeeding. Doing so, however, subjects it to an opportunity attack by the tarry demodand.
Special
At will
detect magic, invisibility (self only), fear, ray of enfeeblement
Special
Improved Sense of Smell
The tarry demodand has advantage on Perception checks that rely on scent.
Special
Innate Spellcasting
The tarry demodand's innate spellcasting is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:
Special
Magic Resistance
The tarry demodand has advantage on saving throws against spells and other magical effects.
Special
Reckless Attack
Each round on its turn, the tarry demodand can choose to attack recklessly, gaining advantage on all melee attack rolls during the round. However, attack rolls against the demodand then have advantage until the start of its next turn.