# Shator
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<div class="grid-container"><div class="MON">Shator Demodand</div>
<div class="CR">CR 16 (76,800 XP)</div>
<div class="SOU">Fiend Folio pg. 45</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Large Outsider (chaotic, demodand, evil)
**Init** +2
**Senses** darkvision 120 ft., scent, _see invisibility_; **Perception** +25
#### defense
**AC** 28, 15 touch, 26 flat-footed (+4 deflection, +2 Dex, +13 natural, -1 size)
**hp** 143 (15d10+60)
**Fort** +13, **Refl** +7, **Will** +12
**Feint** 35, **Demoralize** 28
**DR** 15/good; **SR** 27
**Immune** acid, cold, fire, mind-affecting, poison
#### offense
**Speed** 30 ft., fly 70 ft. (poor)
**Melee** +2 guisarme +22/+17/+12 (2d6+11/×3), bite +18 (2d6+3) or 2 claws +20 (1d6+6), bite +20 (2d6+6)
**Space** 10 ft., **Reach** 10 ft. (20 ft. with guisarme)
**Special Attacks** faith-stealing strike (DC 22), paralyzing slime
**Spell-Like Abilities** (CL 15th, Concentration +20)
> **Constant—** _freedom of movement_
> **At will—** _detect magic_, _clairaudience/clairvoyance_, _fear_, _invisibility_, _spider climb_, _tongues_
> **3/day—** _cloudkill_, _fog cloud_, _ray of enfeeblement_, _stinking cloud_
> **2/day—** _dispel magic_
> **1/day—** _mass charm monster_, _summon_ (level 6, 1d6 tarry demodands or 1d4 slimy demodands or 1 shator demodand 60%)
**Sorcerer Spells Known** (CL 8th, Concentration +13)
> **0 (At-will)—** _dancing lights_, _daze_, _flare_, _ghost sound_, _read magic_, _mage hand_, _open/close_, _ray of frost_
> **1st (8/day)—** _enlarge_, _mage armor_, _magic missile_, _obscuring mist_, _true strike_
> **2nd (7/day)—** _bull’s strength_, _detect thoughts_, _hideous laughter_
> **3rd (6/day)—** _blink_, _fireball_
> **4th (4/day)—** _confusion_
#### statistics
**Str** 23, **Dex** 15, **Con** 18, **Int** 16, **Wis** 16, **Cha** 21
**BAB** +15, **CMB** +22, **CMD** 38, **TA** +20, **RTA** +16
**Feats** [[Alertness]], [[Combat Casting]], [[Combat Expertise]], [[Combat Reflexes]], [[Improved Trip]], [[Multiattack]], [[Spell Penetration]], [[Weapon Focus]] (guisarme)
**Skills** Bluff +23, Diplomacy +23, Fly +14, Intimidate +23, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +25, Sense Motive +25, Spellcraft +21
**Languages** Abyssal, Celestial, Common
#### special abilities
### Paralyzing Slime (Ex)
A shator's slime acts as a nerve toxin. Creatures struck in melee by a shator's claw or bite attack must make a Fortitude save (DC 21) or be paralyzed for 3d6 rounds. The shator can choose to spit a globule of slime as a ranged touch attack with a range of 30 feet, with the same effect.
#### ecology
**Terrain** Any land and underground (Carceri)
**Organization** Solitary, team (2–4), or clique (2–4 plus 6–10 tarry demodands and 4–6 slimy demodands)
**Treasure** Double
**Advancement** 16–22 HD (Large); 23–30 HD (Huge); 31–45 HD (Gargantuan)
Flabby Demodands?
The shators are the hunters of demodand society. If the farastus are the prison guards of Carceri, the shators are the wardens. Unusually cruel, shators secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the escapees down.
Shators are obese and disgusting. They stand 10 feet tall and weigh nearly 700 pounds. Large, batlike wings sprout from their backs, and pale slime drips from the corners of their froglike, fanged mouths, as well as from their skin. Shators make all the decisions about whether to pursue Carcerian fugitives, using their innate planes-shifting ability to send demodands out as bounty hunters to bring escapees back. They constantly plot against other Carcerian factions, hoping to extend the demodands’ influence.
Shators rarely trust one another, preferring to work through their lackey contingents, but several will band together if a common obstacle presents itself.
### Combat
Shators are usually accompanied by groups of tarry and slimy demodands. This retinue often enables a shator to stay out of combat if it desires. Shators prefer to use their spells and spell-like abilities from a distance, and can spit their paralyzing slime as a ranged attack. If forced into melee, a shator uses its Huge +2 guisarme to trip an opponent from 10 feet away, before following up with a free attack thanks to its Improved Trip feat. A shator may use this tactic on several opponents in the same round due to its Combat Reflexes feat.