16 (natural armor)
71 (11d8 + 22)
walk 40 ft.
Str +7, Con +5
Athletics +7
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
acid, fire, poison
poisoned
darkvision 120 ft.
Abyssal
7
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.
Magical darkness doesn't impede the farastu's darkvision.
The farastu has advantage on Wisdom (Perception) checks that rely on smell.
The farastu has advantage on saving throws against spells and other magical effects.
The farastu's weapon attacks are magical.
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.
The farastu makes two claw or bite attacks.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.