Demodand, Shator
Minsc and Boo's Journal of Villainy p. 137
- Tamaño
- Grande
- Tipo
- fiend
- Alineamiento
- neutral malvado
- CA
- 17 (natural armor)
- Puntos de golpe
- 189 (18d10+90)
- Velocidad
- walk 30 ft., fly 60 ft.
- Salvaciones
- Str +12, Con +10, Cha +10
- Habilidades
- Athletics +12, Insight +8, Persuasion +10
- Resistencias
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Inmunidades
- acid, fire, poison
- Inmunidad a estados
- poisoned
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 13
- Idiomas
- Abyssal, Common
- Desafío
- 15
Rasgos
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.
Acciones
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
Conjuros
clairvoyance, detect magic, magic missile, invisibility, spider climb, tongues, cloudkill, tasha's hideous laughter, dispel magic, plane shift