Shator

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Medium-size Outsider
Hit Dice: 15d8+75 (195 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20ft, Fly 50ft (Average)
Armor Class: 23 (+13 Natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +24 melee, bite +22 melee or Melee Weapon +24/+19/+14/ or Ranged Weapon +15/+10/+5
Space/Reach: 5ft by 5ft / 5ft
Special Attacks: Magical Weapons, Spell Like Abilities
Special Qualities: Darkvision 120 ft, Damage Reduction 25/+3, Immunities, Keen Senses, Summon Gehreleth, SR 21
Saves: Fort +14, Ref +9, Will +13
Abilities: Str 28, Dex 10, Con 20, Int 17, Wis 18, Cha 12
Skills: Appraise 21, Concentration 23, Gather Information 4, Intimidate 19, Knowledge (Planes, Carceri) 21, Listen 24, Planar Lore (Carceri) 22, Spell Craft 21, Spot 24, Use Magical Device 19
Feats: Alertness, Combat Casting, Improved Initiative, Multiattack, Power Attack
 
Environment: Carceri
Organization: Solitary
Challenge Rating: 13
Treasure: Nil
Alignment: Chaotic Evil
Advancement: 16-20 HD (Medium)
Level Adjustment: 0
The shator are the shortest of the gehreleths. Standing at just 6 feet in height, the shator are considered squat and broad for their kind. Their hides are extremely baggy and quite often have several layers of folds. Their heads are huge, and their mouths - like the maw of a bulldog is the predominant feature. CombatShator are proficient in all simple and martial weapons. They prefer to use cunning while in combat, favouring spell like abilities over physical attacks.Magical Weaponary : If a shator is weilding a martial weapon, there is a 45% chance that it bears an enchantment of some type.Spell Like Abilities (Sp): Cloudkill (once per day), Detect Good, Detect Magic, Dispel Magic (twice per day), Detect Thoughts, Emotion (once per day, 20 ft radius no save, works on anything with an intelligence of 1 or higher), Fear, Fog Cloud (3 times per day), Invisibility, Ray of Enfeeblement (3 times per day), See Invisible, Stinking Cloud (3 times per day), Tongues, Weakness (Opposite Bulls Strength)Summon Gehreleth (Su): Shators can ALWAYS summon either 1-6 farastu or 1-4 kelubars. They have a 30 % chance to summon an additional 1-2 shators. They can summon only once per day.Immunities: (Ex): Shators are immune to all nonmagical attacks (fire, acid, cold etc) and to mind-affecting and illusion spells. All Edged weapons have a –1 penalty to hit and damage a shator.Keen Senses (Ex): Shators have exceptional senses, and are rarely surprised, as a result tehy gain a natural +2 to all Listen and Spot checks.Habitat/SocietyGehreleths are the “summoning stock” of the Lower Planes. Wizards and priests often get one when summoning. Gehreleths are dangerous to summoners as they never forget. Farastu in particular enjoy disobeying the summoner. For more information, see PlaneScape Monstrous Compendium I (pg. 42-45).0EcologyGehreleths are spawned from the decaying bodies of beings who traveled to the Lower Planes and died there. They produce nothing of value and serve no purpose to anything around them. For more information, see PlaneScape Monstrous Compendium I (pg. 42-45).
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