SHATOR

Large Outsider (Chaotic, Gehreleth, Evil, Extraplanar)
Hit Dice: 20d8+220 (310 hp)
Initiative: +8
Speed: 40 ft. (6 squares), fly 80 ft. (poor)
Armor Class: 34 (-1 size, +4 Dex, +15 natural, +6 deflection), touch 19, flat-footed 30
Base Attack/Grapple: +20/+38
Attack: +3 anarchic morningstar +36 melee (3d6+17) or claw +33 melee (2d8+14 plus paralysis)
Full Attack: +3 anarchic morningstar +36/+31/+26/+21 melee (3d6+17) or 2 claws +33 melee (2d8+14 plus paralysis) and bite +31 melee (2d6+7 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, paralyzing slime, spell-like abilities, summon gehreleths
Special Qualities: Damage reduction 15/-, darkvision 120 ft., defensive aura, immunity to acid, cold, fear effects, fire, and poison, resistance to electricity 10 and sonic 10, scent, spell resistance 30, uncanny dodge
Saves: Fort +23, Ref +16, Will +19
Abilities: Str 39, Dex 19, Con 33, Int 22, Wis 24, Cha 24
Skills: Bluff +30, Concentration +34, Decipher Script +29, Diplomacy +34, Disguise +30 (+32 acting), Intimidate +32, Knowledge (arcana) +29, Knowledge (the planes) +29, Listen +30, Search +29, Sense Motive +30, Spellcraft +31 (+33 scrolls), Spot +30, Use Magic Device +30 (+34 scrolls)
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack

Environment: Tarterian Depths of Carceri
Organization: Solitary or group (1 shator, 1 kelubar, 1d6 farastu)
Challenge Rating: 20
Treasure: Double items, plus +3 anarchic morningstar
Alignment: Always chaotic evil
Advancement: 21-40 HD (Large); 41-60 HD (Huge)
Almost absurdly obese, this creature stands near 9 feet tall. Its body is covered in roll upon roll of fat from which ooze a clear liquid. Most of its head is a large mouth, which is ringed with row upon row of shark-like teeth. Two wings jut from its back and a pair of powerful stick comically out of the side of its obese frame. Despite its almost humorous appearance, dark malevolent power seems to roll of this creature in waves.
The shator are the nobility of gehreleth society, the wardens or Carceri, and the commanders of gehreleth strike teams. The shator are the physically most powerful caste of fiends in the multiverse. The ultroloths rival the shator not in mere physical power, but in mental power, while the balor and the pit fiends occupy a space somewhere in the middle. Nevertheless, while they lack the arcane power of the other fiends, the shator are still a force to be reckoned with. To see a shator is to become a petitioner.
Nasfaru stand around 7 feet tall and weigh 190 pounds.
 
COMBAT
Shator, being extremely intelligent, usually try to soften up their foes using their spell-like abilities before wading into battle. Only then is the true power of the shator revealed, for their physical attacks are what make them truly feared. Shators sometimes carry +3 anarchic morningstars into battle, but they just as often rely on their powerful claws and their bites.
Occasionally shators will subdue or ally themselves with tarterian dragons, mostly though they raise chimeras to serve as pets and battle companions. Oddly enough, shators can be quite kind to their multiheaded pets, despite the fiendish ichor flowing through their veins.
A shator’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): A shator can radiate a 10-foot-radius fear aura as a free action. A creature in this area must succeed at a Will save (DC 27) or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the same shator’s aura for 24 hours. Other gehreleth are immune to this ability. The save DC is Charisma based.

Defensive Aura (Su): A shator is constantly surrounded by an aura of repelling power, giving it a +6 deflection bonus to AC. If this effect is dispelled, the shator can resume it as a free action on its next turn. This is the equivalent of 9th level spell.

Paralyzing Slime (Ex): The shator’s skin constantly secretes a paralyzing toxin. Anyone struck by a shator’s bite or claw attack must make a Fort save (DC 31) or by paralyzed for 1d6 rounds. Those who succeed on their Fort saves are immune to that shator’s paralyzing slime for 24 hours. The save DC is Constitution based.
Spell-Like Abilities: At will – desecrate, detect good, detect law, detect magic, greater dispel magic, ray of enfeeblement, spider climb; 3/day – acid fog, greater invisibility (self only), stinking cloud (DC 20); 1/day – cloudkill (DC 22), mass charm monster (DC 25), maze, prismatic spray (DC 24). Caster level 16th. The save DC’s are Charisma based.
Summon Gehreleths (Sp): Once per day, a shator can automatically summon 1d4 farastu or 1d2 kelubar or it can attempt to summon 1 shator with a 30% chance of success. This is the equivalent of a 9th-level spell.
Uncanny Dodge (Ex): A shator’s superior senses allow it to react to danger before it normally should. The shator retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. It still loses its Dexterity modifier if it is immobilized.
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