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: 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: 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)
Treasure/Possessions: Standard
Source:
Fiend Folio
The prison plane of Carceri is home to many sorts of creatures. Its petitioners plot endlessly to find an escape from their hellish existence, but watchful eyes see to it that such plots never succeed. The demodands are the self-appointed keepers of the Carcerian population. They are the jailers and wardens, although they themselves are mostly prisoners of the plane as surely as the petitioners they try to watch.
Of course, the number of petitioners on Carceri makes the demodands' task an impossible one, but this doesn't trouble them. After their exile from some other plane many millennia ago, for a reason long forgotten (although the kelubars and shators both agree it was the fault of the farastus), the demodands were exiled to the Tarterian Depths of Carceri to serve a penance. Once there, they took it upon themselves to set up an order, of sorts. Other subraces of demodands live on Carceri, and perhaps other planes as well, but the farastus, kelubars, and shators are the most common.
The demodands don't restrict their activities exclusively to Carceri. They are sometimes encountered on other planes acting as bounty hunters in pursuit of those who have escaped the Tarterian Depths. Such demodands still know their fate is to return to Carceri.
The farastus are the most common type of demodand. They draw the most menial tasks tinder orders from the kelubars and shators. Blamed for their race's long-forgotten transgression, which resulted in their banishment to Carceri, the farastus are barely tolerated by other demodands.
Farastus stand roughly 7 feet high and weigh about 220 pounds. They have long arms and legs, and large, oblong heads. Their bodies continually ooze a thick, black, tarlike substance that slowly trickles down the creatures' emaciated frames.
Farastus are arrogant and cruel when not around kelubars or shators. As occupants of the lowest rung of demodand society, they enjoy flexing their muscles with weaker creatures they know they can push around.
Farastus speak the language of demodands and Abyssal.
Combat
Demodands don't seek trouble with visitors to Carceri, the problem, however, is that they do not distinguish between visitors and regular petitioners. If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty.
Farastus enjoy it when a petitioner in their "care" tries to escape because it allows them to vent their copious frustrations on the unfortunate soul. They typically fly into a rage in the first round of combat and then try to disarm an opponent of any weapons before wading in with their sharp claws and large, tooth-filled mouths. If they manage to disarm an opponent of a powerful weapon, they don't hesitate to wield it themselves.
Farastus can be summoned using a summon monster IX spell.
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.