Devil's Sight. Magical darkness doesn't impede the shator's darkvision.
Keen Smell. The shator has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The shator has advantage on saving throws against spells and other magical effects.
Magic Weapons. The shator's weapon attacks are magical.
Spellcasting. The shator casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues
2/day each: cloudkill, dispel magic, plane shift, Tasha's hideous laughter
Multiattack. The shator makes one Bite attack or one Poisonous Spit attack (if available) and then makes two Claws attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:16 (2d8 + 7) piercing damage plus 10 (3d6) acid damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:11 (1d8 + 7) slashing damage plus 7 (2d6) acid damage.
Poisonous Spit (Recharge 5–6). The shator exhales poisonous spit in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save and having the paralyzed condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Summon Demodand (1/Day). The shator rolls a d6. A result of 1-2 summons in two allied farastu stalkers, a result of 3-4 summons in one allied shator warden.
Poisonous Slime. When hit with a melee attack, the shator expels a toxic slime. The attacker must succeed on a DC 18 Dexterity saving throw or have the paralyzed condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Me and Boo like many sticky things, most especially donuts and Boo's favorite, candied pecans. But some sticky things belong on the pointy end of a sword.