Shator Warden

(Minsc and Boo's Journal of Villainy)

Large fiend, Neutral Evil

Armor Class16 (natural armor)
Hit Points119 (14d10 + 42)
Speed30 ft., fly 60 ft.
STRDEXCONINTWISCHA
24 (+7) 11 (+0) 17 (+3) 14 (+2) 16 (+3) 20 (+5)
Saving ThrowsCha +10, Con +8, Str +12
SkillsAthletics +12, Insight +8, Persuasion +10
Damage Vulnerabilities—
Damage Resistancescold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Damage Immunitiesacid; poison
Condition Immunitiespoisoned
Sensesdarkvision 120 ft., passive Perception 13
LanguagesAbyssal, Common
Challenge14

Traits

Devil's Sight.

Magical darkness doesn't impede the shator's darkvision.

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.

Actions

Multiattack.

The shator makes one Bite attack or one Poisonous Spit attack (if available) and then makes two Claws attacks.

Bite.

Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 10 (3d6) acid damage.

Claws.

Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 7 (2d6) 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 22 (5d8) acid damage on a failed save and having the paralyzed 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.

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 paralyzed 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.

Spellcasting

The shator casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

At will: clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues

2 each/day: cloudkill, dispel magic, plane shift, Tasha's hideous laughter