Farastu (CR 11)
Medium Outsider (Evil and Extraplanar)
Alignment: Often neutral evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: scent, Listen +14, and Spot +14
Languages: Demodand, Abyssal
AC: 25 (+1 Dex, +14 natural), touch 11, flat-footed 24
Hit Dice: 11d8+22 (71 hp); DR: 10/good
Fort +9, Ref +8, Will +8
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +11; Grapple +23
Attack: Claw +15 melee
Full Attack: 2 claws +15 melee and bite +10 melee
Damage: Claw 1d4+4, bite 1d6+2
Special Attacks/Actions: Adhesive slime, improved grab, rage, spell-like abilities, summon demodand
Abilities: Str 19, Dex 13, Con 14, Int 8, Wis 12, Cha 16
Special Qualities: Acid immunity, cold resistance 10, outsider traits, poison immunity, fire resistance 10, SR 23
Feats: Alertness; Cleave; Improved Initiative; Power Attack
Skills: Climb +22, Concentration +13, Diplomacy +6, Hide +12, Intimidate +16, Listen +14, Move Silently +12, Search +10, Sense Motive +12, Spot +14, and Survival +1 (+3 following tracks)
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Climate/Terrain: Any land and underground (Carceri)
Organization: Solitary, team (2-4), or squad (6-10)
Adhesive Slime (Ex): The thick, tarlike slime that farastus secrete acts as a powerful adhesive, holding fast creatures or items that touch it. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul its enemies with natural attacks.
A weapon that strikes a farastu is stuck fast unless the wielder succeeds on a Reflex save (DC 17). Prying off a stuck weapon requires a Strength check (DC 17). Lantern oil or some other flammable oil (such as alchemist's fire) dissolves the farastus adhesive slime; the creature requires 10 minutes to renew its adhesive coating if doused with oil. A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies.
Improved Grab (Ex): If a farastu hits an opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +23, or +25 when raging, including the bonus for adhesive slime). Farastu do nor have any special ability to damage grappled opponents other than their natural attacks, but their adhesive slime makes them very dangerous in a grapple.
Rage (Ex): Three times per day a farastu can fly into a frenzy, raging like a barbarian. The farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 11d8+44 (93 hp); AC 23, touch 9, flat-footed 22; Base Attack/Grapple +13 +25; Full Attack 2 claws +17 melee and bite +12 melee; Damage claw 1d4+6, bite 1d6+4; SV Fort +11, Will +10; Str 23, Con 18; Climb +24. The rage lasts for 7 rounds, but the farastu can end it earlier if desired. The creature is not fatigued at the end of its rage.
Spell-like Abilities: At will - detect magic, clairaudience/clairvoyance, fear, invisibility, tongues; 3/day - fog cloud, ray of enfeeblement; 2/day - dispel magic. Caster level 11th; save DC 13 + spell level.
Summon Demodand (Sp): Once per day, a farastu can attempt to summon 1d4 farastus with a 30% chance of success. Summoned creatures remain for 1 hour, then return to their home on Carceri. A demodand that is itself summoned cannot use its own summon demodand ability for 1 hour.
Scent (Ex): A farastu can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: A farastu's adhesive slime gives it a +8 racial bonus on Climb checks.
Freedom of Movement (Su): All demodands gain the benefit of continuous freedom of movement, as the spell cast by a 10th-level spellcaster.
Poison Immunity (Ex): All demodands are immune to poison.
Outsider Traits: A demodand has darkvision (60-foot range, or 120-foot range for shators). It cannot be raised or resurrected.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.