THE SHARED REFERENCE Adventurer

Monster

Shator Warden

Outside your table’s allowed sources

Official reference · MaBJoV · 2014

Creature type
Fiend
Size
Large
Armor class
16 (natural armor)
Hit points
119 (14d10 + 42)
Speed
Walk 30 ft., Fly 60 ft.
Challenge rating
14
Alignment
Neutral Evil
Strength
24
Dexterity
11
Constitution
17
Intelligence
14
Wisdom
16
Charisma
20
Passive Perception
13
Saving Throws
str: +12; con: +8; cha: +10
Skills
athletics: +12; insight: +8; persuasion: +10
Senses
darkvision 120 ft.
Languages
Abyssal, Common
Resistances
cold, fire, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
acid, poison
Condition Immunities
poisoned

Traits

Devil's Sight

Magical darkness doesn't impede the shator's darkvision.

Keen Smell

The shator has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance

The shator has advantage on saving throws against spells and other magical effects.

Magic Weapons

The shator's weapon attacks are magical.

Actions

Multiattack

The shator makes one Bite attack or one Poisonous Spit attack (if available) and then makes two Claws attacks.

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 10 (3d6) acid damage.

Claws

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 7 (2d6) acid damage.

Poisonous Spit (Recharge 5–6)

The shator exhales poisonous spit in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save and having the paralyzed condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Bonus actions

Summon Demodand (1/Day)

The shator rolls a d6. A result of 1-2 summons in two allied farastu stalkers, a result of 3-4 summons in one allied shator warden.

Reactions

Poisonous Slime

When hit with a melee attack, the shator expels a toxic slime. The attacker must succeed on a DC 18 Dexterity saving throw or have the paralyzed condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Spellcasting

The shator casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

At will: clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues

2/day each: cloudkill, dispel magic, plane shift, Tasha's hideous laughter

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