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Demodands are Chaotic evil outsiders who stalk the Abyss. Unless otherwise noted in a creature's entry, demodands possess the following traits.

  • Immunity to acid and Poison.
  • Resistance to fire 10 and cold 10.
  • Summon (Sp) Demodands share the ability to Summon others of their kind, typically another of their type or a small number of less powerful demodands.
  • Faith-Stealing Strike (Su) When a demodand's natural attack or melee weapon damages a Creature capable of casting Divine Spells, that Creature must make a Will Saving Throw or be unable to cast any Divine Spells for 1 round. Once a Creature makes this save, it is immune to further faith-stealing strikes from that particular Demodand for 24 hours. The save DC is Charisma-based.
  • Heretical Soul (Ex) All demodands gain a +4 bonus on Saving Throws against Divine Spells. In addition, any attempts to scry on a Demodand using divine magic automatically fail. The caster can see the scryed area normally, but the Demodand simply does not appear.
  • Except when otherwise noted, demodands speak Abyssal, Celestial, and Common.
  • A demodand's natural Weapons, as well as any Weapons it wields, are treated as Chaotic and evil for the purpose of resolving Damage reduction.


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