Demodand, Shator

Large fiend, neutral evil

Armor Class

17 (natural armor)

Hit Points

189 (18d10 + 90)

Speed

walk 30 ft., fly 60 ft.

Saves

Str +12, Con +10, Cha +10

Skills

Athletics +12, Insight +8, Persuasion +10

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, Common

Challenge

15

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.

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.