Size:
± Medium
Type:
± Fiend
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 195
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40
Climb/Arboreal:
± 40
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 20
Dexterity: 13
Constitution: 16
Intelligence: 8
Wisdon: 12
Charisma: 16
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Wisdom: +5
Skills
perception: +9
stealth: +5
survival: +5
Offense
Claw
Circumstance: Melee
9 to hit, reach 5 ft., one target. (2d10 + 5) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape 15, with disadvantage). The farastu has two claws, each of which can grapple one creature.
Offense
Bite
Circumstance: Melee
9 to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. (2d6 + 5) piercing damage plus 24 (7d6) acid damage.
Action
Multiattack
The farastu makes two Claw attacks and one Bite attack.
Action
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.
Spellcasting
Frequency:
At Will
Attribute: cha
The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
invisibility (self only)
Spellcasting
Frequency:
Daily
Attribute: cha
The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
dispel magic
fog cloud
Trait
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.
Trait
Magic Resistance
The farastu has advantage on saving throws against spells and other magical effects.
Trait
Spider Climb
The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.
Trait
Passive Perception
19
Immunities
Damage Immunities
acid
poison
Immunities
Condition Immunities
paralyzed
poisoned
restrained
Resistances
cold
fire
Senses
darkvision 120 ft.
Languages
Abyssal
Demodand
telepathy 120 ft.
Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to anything it touches. Arrogant and cruel, farastus delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri.
Demodands
Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.
Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Farastu Stalker)
Actions/Abilities/Traits: D&D 5e (Farastu Stalker)
Attributes
Strength: 19
Dexterity: 13
Constitution: 14
Intelligence: 8
Wisdon: 12
Charisma: 16
Saving Throws
Saving Throw Bonuses
Strength: +7
Consitution: +5
Skills
athletics: +7
Offense
Bite
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) piercing damage.
Offense
Claws
Circumstance: Melee
7 to hit, reach 5 ft., one target. (1d6 + 4) slashing damage. The target is held fast by the farastu's adhesive slime (grappled condition, escape 15) if the farastu isn't already grappling a creature.
Action
Multiattack
The farastu makes one Bite attack and two Claws attacks.
Reaction
Adhesive Hide
After taking damage from a melee weapon, the farastu uses its reaction to attach the weapon to its hide. The attacker must make a 15 Dexterity saving throw. On a failure, the weapon becomes attached to the farastu's adhesive hide until the farastu dies or releases the weapon. A creature can also use an action to make a 15 Strength check, prying the weapon free from the farastu, if successful.
Trait
Adhesive Slime
The farastu secretes a thick, tar-like 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.
Trait
Devil's Sight
Magical darkness doesn't impede the farastu's darkvision.
Trait
Keen Smell
The farastu has advantage on Wisdom (Perception) checks that rely on smell.
Trait
Magic Resistance
The farastu has advantage on saving throws against spells and other magical effects.
Trait
Magic Weapons
The farastu's weapon attacks are magical.
Trait
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.
Trait
Passive Perception
11
Immunities
Damage Immunities
acid
poison
Immunities
Condition Immunities
poisoned
Resistances
cold
fire
bludgeoning (from nonmagical attacks that aren't silvered)
piercing (from nonmagical attacks that aren't silvered)
slashing (from nonmagical attacks that aren't silvered)
Senses
darkvision 120 ft.
Languages
Abyssal
Actions/Abilities/Traits: D&D 5e (Farastu Stalker)
Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to anything it touches. Arrogant and cruel, farastus delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri.
!!Demodands
Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.
Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.
5e Tools