This creature appears as a tall, powerful gray-skinned humanoid with green eyes and a long, oval, amphibious head. Two large, dull gray batlike wings sprout from its shoulders. Its hands end in blackened claws.
Speed 40 ft., fly 60 ft. (average)
At will—detect good, detect magic, detect thoughts (DC 15), fear (DC 17), gaseous form, invisibility (self only), magic circle against good, see invisibility, tongues
Str 24, Dex 20, Con 19, Int 12, Wis 12, Cha 16
A tarry demodand exudes a thick tar-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it. A tarry demodand has a +4 racial bonus on grapple checks due to its tarry secretions in addition to that provided by its grab ability.
A weapon that strikes a tarry demodand is stuck fast unless the wielder succeeds on a DC 19 Reflex save. A successful DC 19 Strength check is needed to pry it off. The save DC and check DC are Constitution-based.
Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the tarry demodand can still grapple normally. A tarry demodand can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies.
A tarry demodand that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength and –4 AC. The creature cannot end its rage voluntarily.
While raging, make the following adjustments to the tarry demodand’s statistics: