Shator

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Medium-size Outsider (Evil, Chaotic)
Hit Dice: 15d8+48 (115 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 40 ft. (average)
Armor Class: 23 (+2 Dex, +11 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +24 melee; bite +22 melee, or by weapon +24/+19/+14
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Magic weapons
Special Qualities: Damage reduction 30/+3, dark vision (120'), immunities, spell-like abilities, SR 21, summon gehreleth
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 28, Dex 14, Con 17 Int 18, Wis 16, Cha 16
Skills: Bluff +19, Concentration +18, Diplomacy +13, Hide +17, Intimidate +20, Knowledge (the planes) +20, Listen +18, Move Silently +17, Scry +19, Search +19, Sense Motive +19, Spellcraft +20, Spot +18
Feats: Alertness, Combat Casting, Multiattack, Toughness
 
Environment: Any land or underground (Carceri)
Organization: Solitary
Challenge Rating: 15
Treasure: Magical weapon (see below)
Alignment: Chaotic Evil
Advancement: 16-23 HD (Large); 24-45 HD (Huge)
Level Adjustment: 0
Shator are 6 foot tall humanoids, their huge heads are mostly mouth. Shators enjoy the position and reputation of being Carceri's nobility.

For more information see the Planescape Monstrous Compendium Appendix (pg. 45).

CombatShators are the most intelligent of the gehreleths, and as such prefer to leave physical combat to underlings, relying mainly on their spells to defeat opponents. When forced into combat, shators prefer two-handed weapons (+13 damage).Magical Weapons: There is a 45% chance that a shator possesses a magical weapon. These weapons are usually of the +2 variety, with some having special enhancements.Immunities (Ex): Shator are immune to fire, acid, cold, and poison. They are also immune to all mind affecting and illusion spells.Spell-like Abilities (Sp): At will — detect good, detect magic, detect thoughts, fear, invisibility, see invisibility, unholy blight, and tongues. 3 times per day — ray of enfeeblement, and stinking cloud, fog cloud, and weaken (a reverse form of bull’s strength). 2 times per day — dispel magic. Once per day — cloudkill, mass charm. All are cast as a sorcerer of 15th-level (save DC 10 + spell level).Summon Gehreleth (Sp): Once per day, a shator can summon 1-6 farastu or 1-4 kelubar with no chance of failure, or 1-2 additional shator with a 30% chance of success.Habitat/SocietyThere are few societies on the lower planes than that of the gehreleths. Although they fight intruders without mercy, they have never been known to attack one another.The gehreleths are the 'summoning stock' of the lower planes, if a wizard attempts to summon a fiend, he will most likely get a gehreleth of some description, which isn't all that good, as gehreleths avenge any tasks they are forced to complete.Depsite their obviously chaotic nature, the gehreleths observe a rather rigid caste system based solely on raw power.0EcologyThe gehreleths are created from the freshly decomposing bodes of beings that have journeyed to the lower planes and been written into the dead book. Some nameless evil power (could this be the legendary Apomps?) gives them life and motivates them towards destruction. Each rank of the gehreleths normally consists of 33,333 members. Though whenever the Blood War rages across Carceri the gehreleths somehow manage to cleanly double their numbers - presumably to protect themselves from both sides.
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