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
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.
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