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Slimy Demodand (Kelubar), “The Fetid Enforcer”

Slimy Demodand
Create

A grotesque mockery of humanoid form, the slimy demodand towers at six feet, yet its hunched posture and rippling musculature make it seem larger than life. Its froglike head is adorned with fleshy warts and lidless, constantly twitching eyes that dart with manic awareness. Bat-like wings, torn and glistening, hang tattered behind its shoulders—more functional than they appear. Its entire body is coated in a thick, mucous-like slime, bubbling with corrosive acid that drips from claws, fangs, and folds of skin, eating pits into stone where it stands. Ropes of flayed flesh hang like grisly trophies, and every motion leaves behind a trail of foul-smelling secretion and decay.


Behavior

Slimy demodands are domineering brutes, reveling in fear, pain, and degradation. Lacking subtlety, they instead wield a sadist’s intelligence — calculating just enough to maximize suffering without killing too quickly. They operate with a chilling sense of routine cruelty, issuing beatings or executions to establish dominance. Though not mindless, they have little patience for games, preferring direct confrontation laced with intimidation. Among demodand kind, they are known as enforcers, tasked with keeping others in line — often through violence rather than persuasion.


Habitat

Native to Abaddon (or Carceri in other cosmologies), slimy demodands inhabit filth-ridden fortresses, slaver camps, or bubbling acidic marshes. Their lairs are typically surrounded by pits of slime, bone-filled trenches, and the wails of the tormented. Outside their home plane, they are summoned by powerful cultists or demon-worshippers to oversee torture chambers, break prisoners, or lead raiding parties into mortal realms. Wherever they go, stench and acid follow.


Modus Operandi

In battle, a slimy demodand is relentlessly aggressive, launching itself into the fray with deadly claw swipes and acidic grapples. They target leaders and spellcasters first, attempting to demoralize groups by tearing down their champions. Outside of combat, they use magical fear and telepathy to sow dread, often whispering vile truths into the minds of captives. They do not bargain; they demand obedience, and pain is the price of defiance.

When working with others, they act as cruel overseers — directing tarry or shaggy demodands with threats of punishment or examples of brutality. Among mortals, they use brute fear, not deception, to achieve their ends.


Motivation

Slimy demodands exist to corrupt the structure of divine law and humiliate the sacred. They loathe the divine and view mortal willpower as a challenge to be crushed underfoot. Their heretical souls burn with a hatred for celestial order; every act of domination or cruelty is a blow against the gods themselves. More than mere monsters, they are blasphemous enforcers of entropy, relishing every scream as a hymn to chaos.

They do not seek wealth, only power over flesh, will, and faith — the tangible signs that something holy has been broken.

  • Slimy Demodand 5e
  • Slimy Demodand, Pathfinder
Slimy Demodand
Create

Medium Fiend (Demodand), Neutral Evil
Challenge: 16 (15,000 XP) Proficiency Bonus: +5


Armor Class 19 (natural armor)

Hit Points 264 (23d8 + 138)

Speed 30 ft., fly 40 ft. (hover)


STRDEXCONINTWISCHA
26 (+8)16 (+3)22 (+6)14 (+2)16 (+3)18 (+4)

Saving Throws Dex +8, Con +11, Wis +8, Cha +9

Skills Intimidation +14, Perception +8, Stealth +8, Arcana +7

Damage Resistances cold, fire

Damage Immunities acid, poison

Condition Immunities poisoned

Senses darkvision 120 ft., truesight 60 ft., passive Perception 18

Languages Abyssal, Celestial, Common, telepathy 120 ft.

Proficiency Bonus +5


Traits

Magic Resistance.
The demodand has advantage on saving throws against spells and magical effects.

Magic Weapons.
Its weapon attacks are magical.

Stench Aura.
Creatures that start their turn within 10 feet must succeed on a DC 19 Constitution saving throw or be poisoned until the start of their next turn. On a success, they are immune for 24 hours.

Acidic Slime (Aura).
Any creature that hits the demodand with a melee weapon, unarmed strike, or natural attack while within 5 feet takes 9 (2d8) acid damage. Its natural weapons deal an extra 9 (2d8) acid damage on a hit.

Faith-Stealing Strike (Recharge 5–6).
When the demodand hits a creature with a claw or bite attack, the target must make a DC 18 Wisdom saving throw. On a failure, the creature loses access to one divine feature (such as Channel Divinity or Lay on Hands) until the end of its next turn.

Heretical Soul.
The demodand has advantage on saving throws against spells or abilities from celestials and against divine magic.


Actions

Multiattack.
The demodand makes three attacks: one with its bite and two with its claws.

  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
    Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) acid damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
    Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) acid damage. The target is grappled (escape DC 18). The demodand can grapple up to two creatures.

Dread Rend (Recharge 6).
The demodand rends one creature it is grappling. The target takes 36 (8d8) slashing damage and must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.


Bonus Actions

Gripping Dread.
The demodand squeezes a grappled creature. The target takes 13 (3d8) acid damage and must make a DC 17 Wisdom saving throw or be frightened until the end of its next turn.


Legendary Actions (3/Day)

The slimy demodand can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Detect. The demodand makes a Wisdom (Perception) check.
  • Claw. The demodand makes one claw attack.
  • Acid Pulse (Costs 2 Actions). The demodand releases a wave of acidic energy. Each creature within 10 feet must make a DC 18 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much on a success.

Innate Spellcasting

Spellcasting Ability: Charisma (spell save DC 17, +9 to hit)
The demodand can innately cast the following spells, requiring no material components:

  • At will: Detect Magic, Detect Thoughts, Fear
  • 3/day each: Acid Fog, Greater Dispel Magic
  • 1/day: Summon Demodands (50% chance to summon 1d4 tarry demodands; disappear after 1 hour)

Tactics & Roleplaying Notes

Slimy demodands are brutal and tactically savage:

  • Opener: Use Fear or Acid Fog to divide enemies.
  • Focus Fire: Target divine casters to deny healing with Faith-Stealing Strike.
  • Tactical Grapple: Grab and isolate priority targets; follow up with Dread Rend and Gripping Dread.
  • Summoning: If weakened, summon allies to overwhelm or cover retreat.

These fiends are sadistic and domineering, preferring intimidation and pain over manipulation. They often serve as enforcers, torturers, or commanders.

Slimy Demodand 3 scaled
Create

This muscular, frog-headed humanoid has tattered flesh hanging from its bat-like wings and is covered in a viscous slime.

Slimy demodands are more muscular than shaggy demodands, but aren’t as lithe or quick as their tarry brethren. They have froglike heads, similar to those of the shaggy demodands, but their constantly darting eyes give them a more feral look.

A slimy demodand stands 6 feet tall and weighs 500 pounds. Slimy demodands often serve as shock troops in demodand armies, but they are also frequently put in charge of gathering and keeping slaves. Slimy demodands have no magical mind control powers, but prefer to rely upon intimidation and physical threats anyway to manage their slaves and keep them in line.

Slimy Demodand CR 16

XP 76,800
CE Medium outsider (chaotic, demodand, evil, extraplanar)
Init +4; Senses darkvision 120 ft., detect good, detect magic, see invisibility; Perception +2; Aura stench (DC 26, 1d6 rounds)

DEFENSE

AC 30, touch 13, flat-footed 27 (+6 armor, +3 Dex, +11 natural)
hp 241 (21d10+126)
Fort +18, Ref +13, Will +14; +4 vs. divine spells
DR 10/good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 27

OFFENSE

Speed 20 ft., fly 40 ft. (average)
Melee bite +30 (1d10+9 plus 2d6 acid), 2 claws +30 (2d6+13/19-20 plus 2d6 acid and grab)
Special Attacks acid, dread claws, faith-stealing strike
Spell-Like Abilities (CL 16th; concentration +19)

Constant—detect good, detect magic, see invisibility
At will—detect thoughts (DC 15), fear (DC 17)
3/day—acid fog, greater dispel magic
1/day—summon (level 6, 1d4 tarry demodands 50%)

STATISTICS

Str 28, Dex 18, Con 23, Int 14, Wis 15, Cha 17
Base Atk +21; CMB +30 (+34 grapple); CMD 44
Feats Bleeding Critical, Blind-Fight, Critical Focus, Flyby Attack, Greater Vital Strike, Improved Critical (claw), Improved Vital Strike, Intimidating Prowess, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +11, Bluff +27, Climb +19, Fly +25, Intimidate +36, Knowledge (arcana) +13, Knowledge (planes) +13, Sense Motive +26, Spellcraft +20, Stealth +25, Survival +20
Languages Abyssal, Celestial, Common
SQ heretical soul

SPECIAL ABILITIES

Slimy Demodand
AI Generated Artwork – NightCafe Creator

Acid (Su)

A slimy demodand is coated in an ever-dripping layer of acid that deals an extra 2d6 points of acid damage on a successful natural attack. In addition, opponents that successfully strike a slimy demodand with an unarmed strike or natural attack take 2d6 points of acid damage.

Dread Claws (Ex)

A slimy demodand adds 1-1/2 times its strength bonus on all attack rolls made when using its claws.

ECOLOGY

Environment any (Abyss)
Organization solitary or slaving party (2 slimy demodands and 2-5 tarry demodands)
Treasure standard (masterwork breastplate, other treasure)

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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