Armor Class
16
Shator Warden
Large Fiend · Neutral Evil
Hit Points
119 (14d10 + 42)
Speed
Walk 30 ft., Fly 60 ft.
CR
14
Traits
Devil's Sight
Magical darkness doesn't impede the shator's darkvision.
Keen Smell
The shator has advantage on Wisdom () 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. 16 () Piercing damage plus 10 () Acid damage.
Claws
Melee Weapon Attack +12 to hit, reach 5 ft., one target. 11 () Slashing damage plus 7 () Acid damage.
Poisonous Spit Recharge 5
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 () Acid damage on a failed save and having the 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 . A result of 1-2 summons in two allied , a result of 3-4 summons in one allied .
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 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.