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Monster

Shator Warden

Large Fiend · Neutral Evil

Minsc and Boo's Journal of Villainy Page 137
Armor Class 16
Hit Points 119 (14d10 + 42)
Speed Walk 30 ft., Fly 60 ft.
CR 14
STR 24 +7
DEX 11 +0
CON 17 +3
INT 14 +2
WIS 16 +3
CHA 20 +5

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.
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