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Demodand, Squamous, the Tarterian Behemoth

Appearance: Towering at over 50 feet tall, the Squamous Demodand is a titanic mass of rippling muscle clad in overlapping, razor-sharp scales that form a living suit of armor. Its grotesque visage features a toad-like head with a cavernous, tooth-lined maw, while four muscular, talon-fingered arms and a pair of bony, expansive wings complete its fearsome, otherworldly silhouette.

Behaviour: Driven by primal rage and an insatiable hunger for destruction, this hulking creature operates on instinct rather than intellect. It rampages with brutal, unthinking ferocity—crushing obstacles and foes alike—while showing an almost animalistic loyalty to the commanding presence of its higher-ranking demodands, despite its own dim-witted nature.

Habitat: Born in the infernal chaos of the Abyss, Squamous Demodands roam the scorched, twisted battlefields and ruined landscapes where malevolent energies swirl. They serve as living siege engines in the demodand armies, emerging wherever the dark will of their Abyssal creators calls for unmitigated devastation.

Modus Operandi: In combat, the Squamous Demodand relies on overwhelming brute force—launching vicious melee attacks with its bite and four clawed limbs. It can unleash an earth-shattering Abyssal Roar that disorients and permanently deafen its foes, and execute a cataclysmic Stunning Descent, slamming into the battlefield to stagger and incapacitate any nearby enemies. Its tactics are brutally straightforward: charge headlong into the fray, obliterate any resistance, and leave a trail of wreckage in its wake.

Motivation: At its core, the Squamous Demodand is a living embodiment of chaos and destruction. Created to be the muscle of the Abyssal armies, its singular drive is to annihilate, devour, and pave the way for its titanic masters’ dark ambitions—a relentless force of nature that thrives on the raw, untamed carnage of battle.


  • Squamous 5e
  • Squamous Pathfinder

Gargantuan Outsider (Chaotic, Demodand, Evil, Extraplanar)
Origin: Carceri, The Tarterian Depths
Armor Class: 22 (natural armor)
Hit Points: 500 (30d12+300)
Speed: 40 ft., fly 60 ft. (hover)


STRDEXCONINTWISCHA
30 (+10)22 (+6)30 (+10)10 (+0)24 (+7)19 (+4)

Saving Throws: Strength +19, Dexterity +15, Constitution +19, Wisdom +16, Charisma +13
Skills: Athletics +19, Intimidation +13, Perception +16, Survival +16
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Acid, Poison
Condition Immunities: Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., passive Perception 26
Languages: Abyssal, Common, Celestial
Challenge Rating: 24 (62,000 XP)


TRAITS

Legendary Resistance (3/Day)

If Squamous fails a saving throw, it can choose to succeed instead.

Abyssal Roar (Recharge 5–6)

Once per long rest, Squamous can unleash a terrifying roar. All creatures within a 120-foot cone must succeed on a DC 26 Constitution saving throw or take 80 (12d12) sonic damage and be deafened for 1 minute. A creature that succeeds on the saving throw takes half damage and is not deafened.

Massive Form

Squamous’s immense size grants it advantage on Strength (Athletics) checks and Strength saving throws. Any creature that starts its turn within 15 feet of Squamous must succeed on a DC 26 Strength saving throw or be knocked prone.

Four Arms of Destruction

Squamous has four powerful arms, which allow it to make four attacks with its claws each turn. On its turn, Squamous can use its Multiattack action to make four claw attacks or one bite and three claw attacks.


ACTIONS

Multiattack

Squamous makes four Claw attacks or one Bite attack and three Claw attacks.

  • Claw: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 30 (4d10+10) slashing damage.
  • Bite: Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 36 (4d8+10) piercing damage plus 10 (2d6) bleed damage.

Stunning Descent (Recharge 4–6)

As a bonus action, Squamous can slam down on the ground with all four of its claws. All creatures within 30 feet of Squamous must succeed on a DC 26 Constitution saving throw or be stunned until the end of their next turn.

Faith-Stealing Strike (Recharge 5–6)

Squamous’s claws and bite are laced with Abyssal energy that steals faith. A creature hit by Squamous’s bite or claws must succeed on a DC 26 Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Abyssal Fury (Recharge 6)

Squamous channels its inherent evil, radiating intense necrotic energy. Each creature within 30 feet of Squamous must make a DC 26 Wisdom saving throw or take 70 (15d6) necrotic damage and be frightened for 1 minute. A creature that succeeds on the saving throw takes half damage and is not frightened.


REACTIONS

Deflecting Claws

When a creature hits Squamous with a melee attack, Squamous can use its reaction to make a Claw attack against the attacker. On a hit, the target takes 30 (4d10+10) slashing damage.


LEGENDARY ACTIONS

Squamous can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Squamous regains spent legendary actions at the start of its turn.

  • Claw Attack. Squamous makes one Claw attack.
  • Wing Slash. Squamous makes a Wing attack (reach 15 ft.). Melee Weapon Attack: +17 to hit, one target. Hit: 22 (2d8+6) slashing damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away and knocked prone.
  • Abyssal Roar (Costs 2 Actions). Squamous unleashes its Abyssal Roar (see above).

SPELLCASTING

Squamous is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Squamous has the following spells prepared:

  • Cantrips (at will): Thaumaturgy, Eldritch Blast, Toll the Dead, Guidance
  • 1st level (4 slots): Command, Disguise Self, Shield of Faith
  • 2nd level (3 slots): Mirror Image, Hold Person
  • 3rd level (3 slots): Counterspell, Fear
  • 4th level (3 slots): Greater Invisibility, Banishment
  • 5th level (2 slots): Dominate Person, Cloudkill
  • 6th level (1 slot): Harm
  • 7th level (1 slot): Plane Shift

TACTICS

Squamous is a terrifying and ruthless predator who uses its size, strength, and multiple arms to overwhelm enemies in close combat. It prefers to use its Abyssal Roar early to disorient its foes, followed by Stunning Descent to disable groups of enemies and make them easy targets.

  • Positioning: Squamous will use its Flying Speed to gain an aerial advantage, often circling its foes and using Wing Slashes to push enemies out of formation. It will keep its four arms in constant motion, striking from multiple angles to prevent foes from mounting a defense.
  • Faith-Stealing Strike is used strategically to weaken spellcasters and fighters, hindering their ability to fight back effectively.
  • Abyssal Fury is a desperation move that Squamous uses when it is surrounded or facing a group of strong enemies. It maximizes the damage while causing fear to further disrupt the battlefield.
  • Tactical Retreat: If severely wounded, Squamous will attempt to Plane Shift to escape, especially if it has already inflicted significant damage.

REGIONAL EFFECTS

The presence of Squamous warps reality around it, creating the following effects in a 6-mile radius of its lair:

  • Darkness Descends: The skies are permanently overcast with storm clouds, and the sun is blotted out. Dim light prevails, granting advantage on Stealth checks for Squamous.
  • Terrifying Aura: Creatures within 1 mile of Squamous must succeed on a DC 21 Wisdom saving throw or be frightened of Squamous for 24 hours. This effect cannot be dispelled.
  • Corrupted Terrain: The land becomes barren and warped. Trees and plants wither, and the earth becomes cracked and twisted. All creatures in this region have disadvantage on Wisdom (Survival) checks to find food or water.

Lair Actions

On initiative count 20 (losing initiative ties), Squamous can take one of the following lair actions:

  1. Abyssal Tremor: The ground within 60 feet of Squamous shakes violently. All creatures in this area must succeed on a DC 26 Strength saving throw or fall prone.
  2. Scales of the Abyss: Squamous can cause Abyssal Scales to sprout from the ground. These scales are sharp and hazardous, creating difficult terrain. Creatures that move through this area must succeed on a DC 26 Dexterity saving throw or take 14 (2d6+7) slashing damage.
  3. Abyssal Manifestation: Squamous can summon 1d4 tarry demodands (CR 5) to assist in battle, appearing in unoccupied spaces within 60 feet of it.

Squamous, the Tarterian Giant, is a powerful being from Carceri who exists solely to destroy and dominate. Its strength, malevolence, and primal instincts make it a dangerous adversary for any adventuring party.

Squamous Demodand
https://labs.openai.com/s/svqMSQtiSUueg6ZNb56zdgAK

This titanic mass of flesh is covered in razor-sharp scales and has bony wings, four taloned arms, and a toothy, toad-like head.

Squamous Demodand CR 20

XP 307,200
CE Gargantuan outsider (chaotic, demodand, evil, extraplanar)
Init +11; Senses blindsense 30 ft., darkvision 60 ft., detect good, detect magic, true seeing; Perception +43

DEFENSE

AC 36, touch 13, flat-footed 29 (+7 Dex, +23 natural, –4 size)
hp 362 (29d10+203)
Fort +23, Ref +23, Will +16
DR 15/good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 31

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee bite +36 (2d8+11/19–20 plus bleed), 4 claws +36 (2d6+11/19–20)
Space 20 ft.; Reach 20 ft.
Special Attacks Abyssal roar, bleed (2d6), faith-stealing strike (DC 27), rend (4 claws, 2d6+16), stunning descent
Spell-Like Abilities (CL 20th; concentration +23)

Constant—detect good, detect magic, true seeing
1/day—summon (level 8, 1d8 tarry demodands or 1d4 slimy demodands or 1 shaggy demodand 75%)

STATISTICS

Str 32, Dex 25, Con 25, Int 6, Wis 24, Cha 17
Base Atk +29; CMB +44 (+48 bull rush, overrun); CMD 61 (63 vs. bull rush or overrun)
Feats Alertness, Awesome Blow, Combat Reflexes, Critical Focus, Flyby Attack, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (bite, claw), Improved Initiative, Improved Overrun, Intimidating Prowess, Power Attack, Stunning Critical
Skills Fly +33, Intimidate +46, Perception +43, Sense Motive +43
Languages Abyssal, Celestial, Common
SQ heretical soul

SPECIAL ABILITIES

Abyssal Roar (Su)

Once every 1d4 rounds as a standard action, a squamous demodand can harness the intense Abyssal power roiling within its body and release a furious roar upon its enemies. This functions like a breath weapon that deals 20d6 points of sonic damage in a 40-foot cone as pure cacophonous evil assaults the ears of creatures in the area.

A target can attempt a DC 31 Fortitude saving throw for half damage. Creatures that fail the saving throw are also permanently deafened. Because of the evil and extraplanar nature of this attack, a remove blindness/deafness spell can negate this deafness only if the caster succeeds at a DC 31 caster level check, but limited wish or any stronger similar magic can cure the deafness without requiring such a check.

The saving throw is Constitution-based.

Stunning Descent (Su)

Three times per day, when a squamous demodand has used a move action to fly, as a standard action it can land on a solid surface and slam its feet mightily, releasing a wave of kinetic energy. All creatures within 60 feet (whether on the surface or in the air) must succeed at a DC 31 Reflex saving throw or be stunned for 1 round and staggered for an additional 3 rounds thereafter.

On a successful saving throw, a creature is simply staggered for 1 round. The saving throw is Constitution-based.

ECOLOGY

Environment any (Abyss)
Organization solitary or battalion (2–5 plus 1 shaggy demodand plus 3–12 tarry demodands)
Treasure standard

Squamous demodands were among the last of the Abyssal demodands into which the thanatotic titans breathed life.

As the Abyss began to crawl with the charred, melted forms of shaggy, slimy, tarry, and other demodands, the early members of this horrific race began to sense a missing element in their masters’ plans. The demodands knew that they were created as a race of worshipers meant to wreak as much destruction as possible on their progenitors’ behalf, and though they wielded great and disgusting powers, the demodands knew that they needed more sheer muscle to truly become a force to be reckoned with in the multiverse.

And so the idea for the squamous demodands’ creation came not from their godlike creators but from these sycophantic servants that wished to see the titans’ will made manifest. After the demodands came to an agreement—an uncommon occurrence for the chaotic creatures—that they needed much more powerful allies, the shaggy demodands approached their creators with the idea.

Suppressing the urge to quash their upstart creations, the thanatotic titans admitted the merit of creating an enormous, mighty, monstrous type of demodand to serve in their armies as wanton destroyers that would herald the titans’ vision of a godless multiverse. Thus the titans formed squamous demodands by fusing the flesh of shaggy demodands with armor-like scales pulled from the essence of the Abyss itself.

Squamous demodands still stand today as the most terrible, hulking, and murderous of their kind.

Because each type of demodand had already found a distinct place in the scattered hierarchy of the titans’ armies— shaggy demodands as generals, slimy demodands as shock troops, and tarry demodands as grunts—the demodands worried that the new creations might supplant them all.

To allay these fears and ensure that the mighty squamous demodands would actually obey orders, the titans made their new pets as dim witted as they were ferocious. Instead of serving any subtle tactical function in demodand armies, squamous demodands are pure, unadulterated muscle, and they almost always act at the behest of a higher-ranking shaggy demodand or a thanatotic titan. Towering blocks of claws, muscle, and scales, squamous demodands have four arms and a pair of wings ideal for causing maximum destruction. Squamous demodands stand over 50 feet tall and weigh around 120 tons.

Because they are far less savvy than others of their race, squamous demodands are guided by their baser instincts when left to their own devices. Although they delight in crushing mountains under their fists, their hunger for ever-increasing amounts of flesh and the visceral feeling of blood running down their gaping maws drives them more than anything else. Other demodands—particularly shaggy demodands, which have spent millennia learning how to focus these killer urges— have to make sure that squamous demodands first finish destroying structures that stand in their armies’ way before they are allowed to gorge on their kills.

Demodand generals typically outfit their larger armies with at least one squamous demodand. Adding more of these beasts is sometimes a challenge, for they can easily view each other as rival predators, and squamous demodands turning on each other puts an army at risk. Rarely, shaggy demodands or thanatotic titans put together a battalion of squamous demodands meant to visit abject ruin upon a wide expanse or an opposing army, but such strategic overtures are usually a sign of desperation.

Most demodand generals would rather risk massive losses in their ranks than potentially deal with a battalion of their squamous kin blindly raging. That said, a few shaggy demodands still gamble on squamous demodand battalions, likely due to both their sheer destructive efficiency and a well-kept demodand secret: shaggy demodands that earn the most favor from the thanatotic titans are next in line for transformation into squamous demodands.

Due to their low intelligence and their animalistic focus on feeding and destruction, squamous demodands have very little society to speak of, even by Abyssal creatures’ standards. They are content following the orders of shaggy demodands, as long as they are provided with sufficient food and opportunities for obliteration. Occasionally, however, shaggy demodands get caught up in internal feuds or turn on each other.

In these cases, squamous demodands typically follow the lead of the general that proves itself the strongest, although a squamous demodand that has followed the orders of a single commander for long spans of time may view its superior protectively, almost as an adult child would an aging parent.

These are the situations that often turn most destructive for demodands, as the squamous demodand either defends its general or exacts vengeance on its behalf, causing a massive intrademodand war either way. When this happens, only the thanatotic titans can rein in their monstrous creations, and sometimes even they have trouble doing so if multiple squamous demodands are involved.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Book of the Damned © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Amanda Hamon Kunz, James Jacobs, Isabelle Lee, F. Wesley Schneider, Todd Stewart, and Josh Vogt.

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