Library / Bestiary

Demodand, Shaggy

CR 18.00 Outsider CE Medium
This toad-faced humanoid is bloated and swollen, with folds of obsidian skin hanging down beneath two immense bat wings.

Shaggy demodands are obese outsiders that occupy the highest status within demodand society. The fleshy tyrants stand just under 7 feet tall and have huge bat wings capable of supporting their 600-pound weight. Their faces have the broad-set eyes of a toad and toothy underbites.

Although they still answer to their titanic masters, shaggy demodands are the masters of their kind, and serve the thanatotic titans as advisors, covert agents, or battlefield generals. In the Abyss, shaggy demodands command great armies, leading them against demonic hordes as the balance of Abyssal power ebbs and flows. Often underestimated due to their shape, these demodands are both intelligent and cunning, and approach battle with an effective mixture of strategy and ruthless detachment.

STR
29
DEX
24
CON
21
INT
19
WIS
18
CHA
20
HP
262 (25d10+125)
AC
32, touch 17, flat-footed 25 (+7 Dex, +15 natural)
Speed
40 ft., fly 50 ft. (average)
Init
+11
Melee
+2 unholy morningstar +36/+31/+26/+21 (1d8+11), bite +32 (2d6+4), claw +32 (1d6+4) or bite +34 (2d6+9), 2 claws +34 (1d6+9)
BAB
+25
CMB
+34
CMD
51
Fort
+19
Ref
+17
Will
+18; +4 vs. divine spells
DR
15/good and magic
SR
29

Weapons: Martial, Simple

faith-stealing strike (DC 27)

heretical soul

Alertness, Cleave, Combat Casting, Combat Reflexes, Empower Spell-Like Ability (cloudkill), Flyby Attack, Great Cleave, Improved Initiative, Intimidating Prowess, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-Like Ability (ray of enfeeblement)

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Great Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

<p class="stat-block-1"> Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Acrobatics +35 (+39 when jumping), Bluff +28, Diplomacy +28, Fly +35, Intimidate +42, Knowledge (arcana) +23, Knowledge (planes) +15, Knowledge (religion) +15, Perception +36, Sense Motive +36, Spellcraft +29, Use Magic Device +30

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, Constant—See Invisibility, At will—Detect Thoughts, At will—Fear, At will—Gaseous Form, At will—Dispel Magic, Greater, At will—Invisibility, At will—Magic Circle Against Good, 3/day—Cloudkill, 3/day—Fog Cloud, 3/day—Ray Of Enfeeblement, 3/day—Stinking Cloud, 1/day—Blasphemy, 1/day—Chaos Hammer, 1/day—Charm Monster, Mass
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (Abyss)
Organization
solitary or warband (1 shaggy demodand plus 2-5 tarry demodands)
Treasure
double (+2 unholy morningstar, other treasure)
Senses
blindsense 30 ft., darkvision 60 ft., detect good, detect magic, see invisibility; Perception +36
Languages
Abyssal, Celestial, Common
Source
Bestiary 3
Sources Used in This Record
25 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Intimidating Prowess (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Good (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: See Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gaseous Form (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Circle Against Good (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cloudkill (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fog Cloud (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ray Of Enfeeblement (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stinking Cloud (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Blasphemy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Chaos Hammer (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster, Mass (Spell)
    House/Core — covered by the site's Section 15.
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