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From Wikipedia, the free encyclopedia
Shaktari is a demon lord,
in the Dungeons & Dragons fantasy roleplaying game.
Shaktari is known as the Queen of mariliths.
Shaktari is a marilith of gargantuan proportions, with flaming red eyes and skin of blackest night. This dark fiend is said to devour all that she sees, although she spends most of her time 'sleeping' in the crimson oceans of her realm.
She is also one of the
few souls who's managed to escape from the Wells of Darkness.
She lives on the 531 layer of the Abyss, called Vudra.
Submitted by ripvanwormer on planewalker.com
An adventure ("Nemesis" by Christopher Perkins) involving an expedition into Vudra appeared in Dungeon Magazine #60. It was described as "a dismal aggolomeration of tropical islands choked with impenetrable jungles and surrounded by oceans of heaving blood." Each island in the ocean of blood is ruled by a marilith, one of Shaktari's many vassals. The layer is also inhabited by rakshasas, bar-lguras, Serpentfolk , otyughs, carrion crawlers, poisonous snakes, guardian constructs, monstrous centipedes, vrocks, and various minor Abyssal creatures and plants. There are also a few tribes of humans and elves called the Alives who were abducted from the Prime Material Plane by the rakshasas and kept to be sacrificed to Shaktari, their corpses turned into skeleton and zombie servants.
Vudra is poisonous to everything but natives. The water and plants are poison, and even the air is poison - after 12 hours of breathing it, visitors have to make a saving throw every hour or suffer damage equal to black adder venom (DC 12, 1d6 Strength damage). There's also a brown syrupy liquid called Shaktari's Ichor which springs up naturally in various parts of Vudra - those who drink it become temporarily immune to all poison for a week, which makes it very handy if the PCs can find a spring of it (The Alives know where to get some). purify food and drink will also make any native food edible.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
On this Thread
Huge outsider (Aquatic, Chaotic, Cosmic, Evil, Mazzaim)
|Hit Dice||40d8 + 520 (840 hp)|
|Speed||80 ft., Fly 60 ft. (perfect)|
|Armor Class||57 (+11 deflection, +8 Dexterity, +10 insight, +20 natural, -2 size), touch 37, flat-footed 39|
|Attack||4 longswords +61 melee (3d6 + 27 plus 3d6 energy* /19-20) and 4 scimitars +61 melee (2d6 + 27 plus 2 Constitution /15-20) or tail slap +51 melee (6d6 + 13)|
||4 longswords +61/+56/+51/+46 melee (3d6 + 27 plus 3d6 energy* and poison /19-20) and 4 scimitars +61/+56/+51/+46 melee (2d6 + 27 plus 2 Constitution and poison /15-20) and tail slap +49 melee (4d6 + 4 and poison) or 8 slams +51 melee (2d6 + 13 and poison) and tail slap +49 melee (6d6 + 6 and poison)|
|Space/Reach||15 ft. /15 ft.|
||Call demons, constrict, improved grab, poison, spell-like abilities, toxic aura|
|Special Qualities||Amphibious, damage reduction 30/epic, good and cold iron, Darkvision, immunity to electricity and poison, resistance to acid 30, cold 30 and fire 30, Spell Resistance 43, superior multiweapon fighting, telepathy 500 ft.|
|Saves||Fort +39, Ref +34, Will +36|
|Abilities||Strength 37, Dexterity 27, Constitution 36, Intelligence 28, Wisdom 30, Charisma 32|
|Skills||Acrobatics +56, Bluff +54, Climb +56, Concentration +56, Craft (weaponsmith) +30, Diplomacy +52, Disguise +30 (+34 acting), Intimidate +58, Knowledge (arcana) +41, Knowledge (history) +52, Knowledge (the planes) +52, Knowledge (tactics) +52, Perception +61, Sense Motive +40, Spellcraft +56, Stealth +51, Swim +64, Survival +53, Use Magic Device +54|
|Feats||Combat Reflexes, Dark Speech, Dodge, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Focus (scimitar), Greater Weapon Specialization(longsword), Greater Weapon Specialization (scimitar), Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Focus (scimitar), Weapon Specialization (longsword), Weapon Specialization (scimitar)|
|Epic Feats||Epic Weapon Focus (longsword), Epic Weapon Focus (scimitar), Epic Weapon Specialization (longsword), Epic Weapon Specialization (scimitar), Superior Initiative|
Call Demon (Sp): 3/day Shaktari can call 4d10 evistros, 2d6 hezrou, 2d6 mariliths or 1d4 molydei. mariliths called have maximum hit points.
Constrict (Ex): Shaktari deals 6d6 + 19 points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 43) or lose consciousness for as long as it remains in the coils and for 2d6 rounds thereafter.
Improved Grab (Ex): To use this ability, Shaktari must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.
Poison (Ex): Injury, Fort DC 43, 3d6 Constitution/3d6 Constitution. Any weapon or natural weapon wielded by Shaktari becomes coated in poison.
Spell-Like Abilities: Always active detect good, detect law, see invisibility, true seeing, unholy aura (DC 29);
at willalign weapon, astral projection, blade barrier (DC 26), blasphemy (DC 28), desecrate, fly, greater dispel magic, greater teleport, project image (DC 26), telekinesis (DC 26), unhallow, unholy blight (DC 25);
3/day banishment (DC 28), haste, symbol of pain (DC 26);
1/day freedom, imprisonment (DC 30).
Caster level 32nd
Superior Multiweapon Fighting: Shaktari can attack with all eight of her arms any time she could attack with one. She takes no penalty to her attacks.
Toxic Aura (Su): Any creature within 200 ft. of Shaktari loses any resistance or immunity to poison. Constructs, elementals and undead retain their immunity. neutralize poison, delay poison and any other spell or effect that attempts to prevent a poison effect from taking place do not function within the aura.
Skills: mariliths have a +8 racial bonus on Perception checks.
Possessions: 4 +6 longswords of energy* blasting, 4 +6 keen scimitars of greater wounding. One blade in each set is made out of adamatine, mithril, cold iron and silver.
*Shaktari's longswords each have a different energy: fire, electricity, cold and acid.
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