Demodand, Farastu

Medium fiend, neutral evil

Armor Class

16 (natural armor)

Hit Points

71 (11d8 + 22)

Speed

walk 40 ft.

Saves

Str +7, Con +5

Skills

Athletics +7

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal

Challenge

7

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.