SHATOR (Shaggy) (Demodand)

Medium-Size Outsider (Chaotic, Evil)

Hit Dice: 15d8+75 (142 hp)

Initiative: +1 (+1 Dex)

Speed: 40 ft, fly 50 ft (average)

AC: 25 (+1 Dex, +14 natural)

Attacks: 2 claws +24 melee, bite +22 melee; or morningstar +24/+19/+14 melee

Damage: Claw 1d6+9, bite 2d6+4; or morningstar 1d8+9

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Spell-like abilities, summon demodands

Special Qualities: Damage reduction 30/+3, SR 24, resistance to edged weapons, demodand qualities, darkvision 120 ft

Saves: Fort +14, Ref +10, Will +13

Abilities: Str 28, Dex 13, Con 21, Int 18, Wis 18, Cha 16

Skills: Bluff +18, Climb +19, Concentration +23, Diplomacy +21, Hide +13, Jump +21, Knowledge (arcana) +22, Listen +17, Move Silently +13, Search +16, Sense Motive +16, Spellcraft +19, Spot +17

Feats: Alertness, Cleave, Great Cleave, Multiattack, Power Attack

 

Climate/Terrain: Any land and underground

Organization: Solitary or troupe (2-5)
Challenge Rating:
18

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 16-22 HD (Medium-size); 23-45 (Large)

 

The shator are the ruling nobility of Tarterus.

   The great shator stand about 6-feet tall, are squat, and broad. Their humanoid form appears draped in shaggy skins. The huge head is mostly mouth with jaws resembling those of a giant bullfrog.

   Shators speak Abyssal, Common, Ignan, Infernal, and Terran.

 

COMBAT

The shator attacks with its claws and bite, but has is known to use weapons (most usually a morningstar or bastard sword) in combat.

   Spell-Like Abilities: At will—charm person, detect good, detect magic, detect thoughts, dispel magic, fear, gaseous form, invisibility (self only), magic circle against good, see invisible, and tongues; 3/day—cloudkill, stinking cloud, unholy aura, and unholy blight; 1/day—ray of enfeeblement. These abilities are as the spells cast by a 15th-level sorcerer (DC 13 + spell level).

   Resistance to Edged Weapons (Ex): The shaggy folds of skin offer the shator protection to attacks from edged weapons. All piercing and slashing weapons deal –2 points of damage.

   Summon Demodands (Sp): Once per day, a shator can attempt to summon 1d2 shators, 1d4 kelubars, or 1d6 farastu with a 35% chance of success.

   Demodand Qualities (Ex): Immune to acid and poison; immune to mind-influencing effects and fear effects; cold and fire resistance 20; tongues.

 

 

The Shator Demodand first appeared in the 1e MM II (Gary Gygax, 1983).