Farastu Demodand

Medium fiend, typically neutral evil

Armor Class

17 (natural armor)

Hit Points

195 (26d8 + 78)

Speed

40 ft., climb 40 ft.

Saves

wis +5, dex +5

Skills

survival +5, stealth +5, perception +9

Damage Resistances

cold, fire

Damage Immunities

acid, poison

Condition Immunities

paralyzed, poisoned, restrained

Senses

darkvision 120 ft.

Languages

Abyssal, Demodand, telepathy 120 ft.

Challenge

11

Proficiency Bonus

+4

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.

Magic Resistance

The farastu has advantage on saving throws against spells and other magical effects.

Spider Climb

The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.

Actions

Multiattack

The farastu makes two Claw attacks and one Bite attack.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 15, with disadvantage). The farastu has two claws, each of which can grapple one creature.

Bite

Melee Weapon Attack: +9 to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) acid damage.

Spellcasting

The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: • At will: invisibility (self only) • 1/Day each: dispel magic, fog cloud

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.