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Tarry Demodand

Tarry Demodand
Midjourney

The Tarry Demodand is a grotesque and otherworldly creature, embodying chaos and corruption. Its appearance is a nightmarish sight to behold, with a twisted and misshapen form that defies the laws of nature.

The Tarry Demodand stands at an imposing height of around 10 feet, its hulking body covered in thick, oozing tar-like substance. Its humanoid shape is distorted and warped, as if molded from melted wax and then left to solidify in a grotesque manner. Its limbs are elongated and sinewy, ending in clawed hands and feet that seem to drip with viscous black goo.

Its head is a featureless mass of writhing tar, devoid of any distinct facial features except for two piercing, glowing red eyes that burn with a malevolent intelligence. Jagged spikes protrude from various parts of its body, adding to its intimidating presence.

The Tarry Demodand’s body constantly emits an oppressive stench of decay and sulfur, a foul odor that seems to permeate the air around it. Its movements are slow and deliberate, as if each step takes great effort, but when it strikes, it does so with surprising speed and precision.

The Tarry Demodand, a malevolent entity, originates from the Tarterian Depths of Carceri, a plane steeped in confinement and despair. It takes pleasure in the obliteration and corruption of all that is pure and wholesome. Its touch carries a venomous essence, capable of corroding and disintegrating anything it contacts. Thriving amidst decay and filth, it often lurks within the deepest, darkest recesses of existence, where shadows reign and hope dwindles.

As a relentless and sadistic creature, the Tarry Demodand is known for its ability to manipulate and control tarry substances, using them to ensnare and immobilize its prey. It possesses a natural affinity for darkness and shadows, capable of melding with them and becoming nearly invisible to the naked eye.

The Tarry Demodand’s presence alone is enough to instill terror in the hearts of those unfortunate enough to encounter it. Its malevolent nature and insatiable hunger for chaos make it a formidable adversary, one that embodies the darkest aspects of the universe.


  • Tarry Demodand 5e Stat Block
  • Tarry Demodand Pathfinder Stat Block

Demodand, Tarry

Tarry demodands are lithe and lean compared to other demodands. Despite this difference, all they are strong and agile. Although their batlike wings appear tattered and useless, they can still fly. A tarry demodand stands 7 feet tall and weighs 400 pounds.

Tarry Demodand
https://labs.openai.com/s/J0hKq2DnpxoWgd4RU9sbtxGB

Family: Demodand

Medium fiend (demodand), neutral evil

Armor Class 17 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft., fly 40 ft.

STRDEXCONINTWISCHA
20 (+5)15 (+2)18 (+4)11 (+0)13 (+1)15 (+2)

Saving Throws Constitution +7, Dexterity +5
Skills Athletics +8, Intimidation +5, Perception +4
Damage Resistances cold, fire
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common?TBD
Challenge 8 (3,900 XP)

Special Traits

  • Adhesive Flesh. Any time a creature strikes the tarry demodand with a non-natural melee weapon, the attacker must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the demodand’s body. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 16 Strength check and succeeding. Doing so, however, subjects it to an opportunity attack by the tarry demodand.
  • Improved Sense of Smell. The tarry demodand has advantage on Perception checks that rely on scent.
  • Innate Spellcasting. The tarry demodand’s innate spellcasting is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:
    • At will: detect magic, invisibility (self only), fear, ray of enfeeblement
    • 2/day: dispel magic, black tentacles
  • Magic Resistance. They has advantage on saving throws against spells and other magical effects.
  • Reckless Attack. Each round on its turn, the tarry demodand can choose to attack recklessly, gaining advantage on all melee attack rolls during the round. However, attack rolls against the demodand then have advantage until the start of its next turn.

Actions

  • Multiattack. They make one Bite attack and two Claw attacks.
  • BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
  • ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and automatically initiates a grapple if the tarry demodand wishes. Grappled creatures must succeed at a Strength (Athletics) or Dexterity (Acrobatics) check contested by the tarry demodand’s Strength (Athletics) check. For each such grappled opponent, the tarry demodand must forgo one of its Claw attacks while the grapple is in effect. However, it has advantage on melee attacks conducted against grappled creatures.
  • Summon Demodand (1/day). The tarry demodand has a 30% chance of summoning one tarry demodand to aid it for up to 1 minute. The summoned demodand appears in an unoccupied space within 60 feet of the summoning demodand and acts on the summoner’s initiative.

Bonus Actions

  • Rage (3/day). The tarry demodand may enter a rage. While enraged it gains advantage on Strength checks and saving throws, inflicts +3 additional damage each time it hits with a melee attack, and gains resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute or until the tarry demodand chooses to end it (as a bonus action). While enraged, the tarry demodand may not use its Innate Spellcasting abilities or Summon Demodand.

The tarry demodand is the grunt of the demodand army-bred for battle, these swift and deadly demodands make up the bulk of any demodand legion. That they themselves are more powerful than most outsiders is as much a testament to their race as anything else-a single one is a formidable opponent, to say nothing of a group of the creatures. Although they are quite strong, they prefer using light weapons-one in each hand.

Tarry demodands only rarely use larger weaponry, and then only when directly ordered by a superior. They lack the terrific claws of the greater demodands, and a tarry demodand with no weapons tends to flee combat as soon as possible, only to return when it is properly armed.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

Tarry Demodand CR 13

Tarry Demodand1
Midjourney

XP 25,600
CE Medium outsider (chaotic, demodand, evil, extraplanar)
Init +9; Senses darkvision 120 ft., detect good, detect magic; Perception +22

DEFENSE

AC 26, touch 13, flat-footed 23 (+6 armor, +3 Dex, +7 natural)
hp 171 (18d10+72)
Fort +15, Ref +11, Will +12; +4 vs. divine spells
DR 10/good and magic; Immune acid, poison; Resist cold 10, fire 10; SR 24

OFFENSE

Speed 40 ft., fly 40 ft. (average)
Melee mwk short sword +26/+21/+16/+11 (1d6+9/19-20), mwk short sword +26/+21/+16 (1d6+4/19-20), bite +22 (1d8+4)
Special Attacks adhesion, faith-stealing strike
Spell-Like Abilities (CL 13th; concentration +24)

Constant—detect good, detect magic
3/day—dispel magic
1/day—chaos hammer (DC 17), summon (level 4, 1d2 tarry demodands 40%)

STATISTICS

Str 28, Dex 21, Con 18, Int 12, Wis 13, Cha 17
Base Atk +18; CMB +27; CMD 42 (46 vs. disarm)
Feats Combat Reflexes, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Initiative, Improved Two-Weapon Fighting, Lunge, Power Attack, Two-Weapon Fighting, Weapon Focus (short sword)
Skills Bluff +16, Climb +19, Fly +23, Intimidate +24, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +22, Sense Motive +14, Stealth +17, Survival +14
Languages Abyssal, Celestial, Common
SQ heretical soul

SPECIAL ABILITIES

Adhesion (Ex)

A creature striking a tarry demodand with a manufactured weapon must make a DC 23 Reflex save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful grapple check. This adhesion grants a +4 racial bonus to CMD against disarm attempts.

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, or patrol (3-8)
Treasure standard (masterwork breastplate, 2 masterwork short swords, 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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