Demodand, Slimy
Description
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.
Combat Stats
- Melee
- bite +30 (1d10+9 plus 2d6 acid), 2 claws +30 (2d6+13/19-20 plus 2d6 acid and grab)
- DR
- 10/good and magic
- SR
- 27
- Aura
- stench (DC 26, 1d6 rounds)
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Acid — 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 — A slimy demodand adds 1-1/2 times its strength bonus on all attack rolls made when using its claws.
faith-stealing strike (DC 23)
Special Qualities
heretical soul
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
Special Abilities
Special Abilities
Feats, Traits & Items
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
When using the weapon you selected, your threat range is doubled.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
You can choose to take a –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 (–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 –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.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skills
Acrobatics +8, Bluff +27, Climb +16, Fly +25, Intimidate +36, Knowledge (arcana) +13, Knowledge (planes) +13, Sense Motive +26, Spellcraft +20, Stealth +25, Survival +20
Spells
- Type
- Outsider
- Alignment
- CE
- Size
- Medium
- Environment
- any (Abyss)
- Organization
- solitary or slaving party (2 slimy demodands and 2-5 tarry demodands)
- Treasure
- standard (masterwork breastplate, other treasure)
- Senses
- darkvision 120 ft., detect good, detect magic, see invisibility; Perception +2
- Aura
- stench (DC 26, 1d6 rounds)
- Languages
- Abyssal, Celestial, Common
- Source
- Bestiary 3