Demodand, Shator

Minsc and Boo's Journal of Villainy p. 137

Size
Large
Type
fiend
Alignment
neutral evil
AC
17 (natural armor)
Hit Points
189 (18d10+90)
Speed
walk 30 ft., fly 60 ft.
Saving Throws
Str +12, Con +10, Cha +10
Skills
Athletics +12, Insight +8, Persuasion +10
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
acid, fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
13
Languages
Abyssal, Common
Challenge
15
STR
24
+7
DEX
13
+1
CON
20
+5
INT
14
+2
WIS
16
+3
CHA
20
+5

Traits

Devil's Sight

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

Innate Spellcasting

The shator's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: clairvoyance, detect magic, magic missile, invisibility (self only), spider climb, tongues
  • 3/day each: cloudkill, tasha's hideous laughter
  • 2/day each: dispel magic, plane shift

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.

Poisonous Slime

A creature within 5 feet of the shator is splattered with slime whenever it hits the shator with a melee attack. The creature must make a DC 18 Dexterity saving throw or becoming paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success.

Actions

Multiattack

The shator makes two claw attacks and one bite. It can substitute its bite for a poisonous spit attack if available.

Claws

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

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 14 (4d6) 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 36 (8d8) acid damage on a failed save and becoming paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. The creature takes 18 (4d8) acid damage on a successful save.

recharge

D5

Summon Reinforcements (Recharges after a Short or Long Rest)

If the shator rolls 1-2 on a d6 it summons in two farastu, a result of 3-4 summons in one shator.

recharge

SHORT

Spells

clairvoyance, detect magic, magic missile, invisibility, spider climb, tongues, cloudkill, tasha's hideous laughter, dispel magic, plane shift

Other data

description