top of page

Farastu

Large Fiend (Demodand), Chaotic Evil

Deva Movanic Male-turnaround.gif

Alternate Versions

Size

Hero Forge: 7 ft. (XL)
Lore: 7 ft.
Suggested: Large

Other Monikers

Tarry demodands, tarry gehreleths, tarry leths

Appearance

Abilities

- Battle frenzy
- Adhesive tar that sticks to weapon attacks and limbs
- Can transform body into tar-like ooze, becoming enitely liquid
- Bite, claws, flight
- Innate spellcasting
- Immune to acid, poison

Farastu are tall, slender, grotesque humanoids with long arms, long heads, and long teeth and claws. Their emaciated bodies are a putrid grey, but ozzing with a black, tar-like substance that is constantly slathering off their forms and dripping on the ground. Many farastu sport demonic wings as well.

Home Plane

Carceri

Stat Block

5th Edition:

- Homebrew stat block on Reddit

- Homebrw on google drive

2nd Edition:

- mojobob's website

(from Pathfinder Bestiary 3 - 2011)


Tarry demodands are lithe and lean compared to other demodands. Despite this difference, all tarry demodands are strong and agile. Although their batlike wings appear tattered and useless, they can still fly. A tarry demodand stands 7 feet tall and weighs 400 pounds.


The tarry demodand is the grunt of the demodand army—bred for battle, these swift and deadly demodands make up the bulk of any demodand legion. That they themselves are more powerful than most outsiders is as much a testament to their race as anything else—a single tarry demodand is a formidable opponent, to say nothing of a group of the creatures. Although tarry demodands are quite strong, they prefer using light weapons—one in each hand. Tarry demodands only rarely use larger weaponry, and then only when directly ordered by a superior. They lack the terrific claws of the greater demodands, and a tarry demodand with no weapons tends to f lee combat as soon as possible, only to return when it is properly armed.




(from Fiend Folio - 2003)


The farastus are the most common type of demodand. They draw the most menial tasks under 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: 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.


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 farastu’s 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.


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 not have any special ability to damage grappled opponents other than their natural attacks, but their adhesive slime makes them very dangerous in a grapple.


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, flatfooted 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 (result of 71–100 on d%).


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.





(from Planescape Monstrous Compendium Appendix. I - 1994)


The Farastu, if they are not banished after summoning, delight in setting themselves up as kings of stupid, easily bullied inhabitants of the local plane. The Farastu pursue this promotion as compensation for the servility they must observe in the Lower Planes. It is believed that the Three-sided One promotes this practice, as it permits him to know of the goings-on on other planes. Apomps seldom promotes a Farastu on any plane save for Carceri.


The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’.

Sources

- Forgotten Realms Wiki

- Planescape Monstrous Compendium Appendix I (1994)

- Fiend Folio (2003)

- Pathfinder Bestiary 3 (2011)

- mojobob's website

bottom of page