Large fiend, neutral evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 195 (23d10 + 69)
- Speed
- fly 60 ft., 30 ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Dex +7, Wis +8
- Skills
- Stealth +7, Perception +13
- Damage Resistances
- cold; fire
- Damage Immunities
- acid; poison
- Condition Immunities
- charmed; frightened; paralyzed; poisoned; restrained
- Senses
- truesight 120 ft., passive Perception 23
- Languages
- Abyssal, Common, Demodand, Infernal, telepathy 120 ft.
Traits
The shator ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.
The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
The shator can perform a 1-minute ritual that turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand's liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the paralyzed condition despite any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended.
The shator has advantage on saving throws against spells and other magical effects.
A creature that touches the shator or hits it with a melee attack while within 5 feet of it must succeed on a DC 17 Dexterity saving throw or have disadvantage on attack rolls and its speed halved until the end of its next turn.
Actions
The shator makes one Bite attack and two Enervating Trident attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 26 (4d12) acid damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the paralyzed condition until the start of the shator's next turn.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) necrotic damage.
The shator exhales a spray of slime in a line 100 feet long and 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) acid damage and has the paralyzed condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.
The shator has a 50 percent chance of summoning its choice of 1d4 farastu demodands, 1d2 kelubar demodands, or 1 shator demodand. A summoned demodand appears in an unoccupied space within 60 feet of the shator, acts as an ally of the shator, and can't summon other demodands. It remains for 1 minute, until it or the shator dies, or until the shator dismisses it as an action.
Spellcasting
The shator casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):