# 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.