17 (natural armor)
195 (26d8 + 78)
40 ft., climb 40 ft.
wis +5, dex +5
survival +5, stealth +5, perception +9
cold, fire
acid, poison
paralyzed, poisoned, restrained
darkvision 120 ft.
Abyssal, Demodand, telepathy 120 ft.
11
+4
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.
The farastu has advantage on saving throws against spells and other magical effects.
The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.
The farastu makes two Claw attacks and one Bite attack.
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.
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.
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
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.