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
FUE
24
+7
DES
13
+1
CON
20
+5
INT
14
+2
SAB
16
+3
CAR
20
+5

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

Otros datos

description