Character never entered the thermal power generator area so these were skipped as well.
Armour Class 18 (natural armour)
Hit Points 171 (18d10+72)
Speed 40ft., fly 40ft.
STR 28 (+9) DEX 17 (+3) CON 18 (+4)
INT 14 (+2) WIS 14 (+2) CHA 11 (+0)
Saving Throws Str +11, Con +8, Wis +6, Cha +4
Damage Resistances cold; bludgeon in g, piercing, and slashing from non-magical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 120ft., passive Perception 12
Languages Abyssal, Celestial, Common, telepathy 60 ft.
Challenge 14 (10,000 XP)
Adhesion. A creature striking a tarry demodand with a manufactured weapon must make a DC 18 Dexterity save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful Strength check vs. DC 18. This adhesion grants advantage against disarm attempts.
Magic Resistance. The tarry demodand has advantage on saving throws against spells and other magical effects.
Magic Weapons. The tarry demodand’s weapon attacks are magical.
Stealthy. With its uncanny ability to cling to the roof of rooms and move silently the tarry demodand has advantage on Steal (Dexterity) checks.
Multiattack. The tarry demodand makes three attacks. It may also use Summon Demodand on an odd attack roll.
Short Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 12 (1d6 + 9) slashing damage. The target must make a DC 17 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Chaos Hammer (1/day on a natural 16+). The demodand unleashes chaotic power to smite its enemies in 20-ft.-radius burst within 100 feet of the demodand. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 20 (5d8) points of damage to lawful creatures and slows them for 1 minute (as the slow spell). A successful DC 18 Wisdom save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures that are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Wisdom save.
Summon Demodand (1/Day). The tarry demodand attempts to summon another 1d2 of its kind. The demodand only has a 40 percent chance of success. The summoned demodand appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until demodand dismisses it as an action.
This lithe, toothy creature’s jet-black skin looks like living tar, and ooze drips from the claws that cap its long arms.