Shaktari (5e Creature)
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Gargantuan fiend (demon), chaotic evil
Saving Throws Strength +16, Constitution +16, Wisdom +13, Charisma +16
Amphibious. Shaktari can breathe both air and water.
Innate Spellcasting. Shaktari's innate spellcasting ability is Charisma (save DC 24, +16 to hit with spell attacks). Shaktari can innately cast the following spells, requiring no material components:
At will: astral projection, blade barrier, blight (as a 9th-level spell), detect evil and good, dimension door (as a bonus action), dispel magic, hallow, fly, plane shift, shapechange, telekinesis, teleport
Legendary Resistance (3/Day). If Shaktari fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Shaktari is immune to spells of 6th level or lower, unless she wishes to be affected. She has advantage on saving throws against all other spells.
Magic Weapons. Shaktari's weapon attacks are magical.
Reactive. Shaktari can take one reaction on every turn in a combat.
Siege Monster. Shaktari deals double damage to objects and structures.
Toxin Aura. Creatures of Shaktari's choice within 120 feet of her lose any resistance or immunity to poison damage or the poisoned condition they might have. Constructs, elementals, and undead are not affected by this aura. Within this range, protection from poison and similar effects that attempt to delay, reduce, or prevent the effects of poison do not function.
Multiattack. Shaktari can use her Frightful Presence. She then makes nine attacks: eight with her longswords and one with her tail.
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, Shaktari can automatically hit the target with its tail, and Shaktari can't make tail attacks against other targets.
Summon Demons (Recharge 6). Shaktari summons 1d6 mariliths, which materialize in unoccupied spaces within 60 feet of her, act as her allies, and can't summon other demons. They disappear when they or Shaktari reach 0 hit points, Shaktari dismisses them as an action, or Shaktari uses the Summon Demons action again.
Frightful Presence. Each creature of Shaktari's choice within 120 feet of her and aware of her must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Shaktari's Frightful Presence for the next 24 hours.
Parry. Shaktari adds 6 to her AC against one melee attack that would hit it. To do so, Shaktari must see the attacker and be wielding a melee weapon.
Shaktari can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Shaktari regains spent legendary actions at the start of her turn.
Command Demons. Shaktari targets up to three demons friendly to her and within 60 feet of her. The selected demons can use their reactions to move up to half their speed and make one weapon attack each.
Shaktari is the queen of the mariliths. She appears as a gargantuan marilith with jet-black skin and scales, a rattlesnake's tail, eight arms, blood red hair, long downwards-curving horns, and burning red eyes. For eons, she was one of the most active demon lords in the Blood War. Her marilith armies were devastating forces, and their triumphs would have remained legendary if she hadn't been imprisoned in the Wells of Darkness, in the depths of the Abyss, under mysterious circumstances. Just as mysterious are the events surrounding her release, rumored to have been engineered by a very high-profile yugoloth eager to see the Blood War reescalate, and this escalation seem guaranteed once Shaktari recovers from her debilitating imprisonment.
Although Shaktari is still recovering from her imprisonment, her marilith minions remain active and loyal as ever in her archipelago Abyssal realm. Their bitter infighting prevents them from organizing into a cohesive force, but such organization seems likely once Shaktari returns to strength.
Shaktari dwells in the sweltering Abyssal realm of Vuldra, a vast archipelago amidst a sea of venom and blood. Everything in Vuldra is deadly poisonous, from the sea to the tropical plants growing on the innumerable islands of the realm; even the air is poisonous. Each island is ruled by a powerful marilith in Shaktari's service, but Shaktari herself spends most of her time asleep at the bottom of the blood sea. As is true for every other location in the lower planes, the river Styx connects to Vuldra. Charon and his minions rarely mention the hazard of poisonous air to unwitting travelers, taking a sick delight in watching them choke and die when the vessels slip into Vuldra's noxious waters.