# Farastu
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d4 (×2)
> >bite: 1d6 (×2)
> >Melee/Ranged: +15/+12
> >Secondary: +10/+7
> >Multiattack: +13/+10
> >M/R_PA: +12/+9
> >2nd/PA: +7/+4
> >MA_PA: +10/+7
> >Itterative: 3
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +10; StrPA2H: +15; StrPAOH: +5
> > xDCs:: Str: 19; Dex: 16; Con: 17; Int: 14; Wis: 16; Cha: 18
> > xFeat:: 4/6 (2)
> > xClasSkil:: Climb, Diplomacy, Perception, Stealth, Survival
> > SaveDiff:: +/- 4
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Farastu Demodand</div>
<div class="CR">CR 11 (12,800 XP)</div>
<div class="SOU">Fiend Folio pg. 42</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Medium Outsider (evil)
**Init** +5
**Senses** scent; **Perception** +19
#### defense
**AC** 25, 11 touch, 24 flat-footed (+1 Dex, +14 natural)
**hp** 77 (11d10+22)
**Fort** +5, **Refl** +8, **Will** +8
**Feint** 22, **Demoralize** 22
**DR** 10/good; **SR** 22
**Immune** acid; **Resist** cold 10, fire 10
#### offense
**Speed** 40 ft.
**Melee** 2 claws +15 (1d4+4 plus grab), bite +15 (1d6+4)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** adhesive, rage
**Spell-Like Abilities** (CL 11th; Concentration +14)
> **At will**— detect magic, clairaudience/clairvoyance, fear, invisibility, tongues
> **3/day**— fog cloud, ray of enfeeblement
> **2/day**— dispel magic
> **1/day**— summon (level 5, 1d4 farastus at 30%)
#### statistics
**Str** 19, **Dex** 13, **Con** 14, **Int** 8, **Wis** 12, **Cha** 16
**BAB** +11, **CMB** +12, **CMD** 23, **TA** +15, **RTA** +12
**Feats** [[Alertness]], [[Cleave]], [[Improved Initiative]], [[Power Attack]]
**Skills** Climb +15, Diplomacy +14, Perception +19, Stealth +15, Survival +12
**Languages**
#### special abilities
### Adhesive (Ex)
A farastus secretes a thick, tarlike slime that acts as a powerful adhesive, holding fast any creature or items that touch it. A farastus automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the farastus is alive without removing the adhesive first. A weapon that strikes an adhesive-covered farastus is stuck fast unless the weilder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon, but each attempt provokes an attack of opportunity. Flammable oils (such as lantern oil) and universal solvent dissolve the adhesive, but the farastus can still grapple normally. A farastus can dissolve its own adhesive at will, and the substance breaks down 1 minute after the creature dies.
### Rage (Ex)
This functions as the Barbarian ability, with an effective level equalt ot the Farastu's hit die.
#### ecology
**Terrain** Any land and underground (Carceri)
**Organization** Solitary, team (2–4), or squad (6–10
**Treasure** Standard
**Advancement** 12–22 HD (Large); 23–33 HD (Huge)
The farastus are the most common type of demodand. Theydraw the most menial tasks under orders from the kelubarsand shators. Blamed for their race’s long-forgotten trans-gression, which resulted in their banishment to Carceri, thefarastus are barely tolerated by other demodands.Farastus stand roughly 7 feet high and weigh about 220pounds. They have long arms and legs, and large, oblongheads. Their bodies continually ooze a thick, black, tarlikesubstance that slowly trickles down the creatures’ emaci-ated frames.Farastus are arrogant and cruel when not around kelubarsor shators. As occupants of the lowest rung of demodandsociety, they enjoy flexing their muscles with weaker crea-tures they know they can push around.Farastus speak the language of demodands and Abyssal.