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Marilith

Marilith

MapTool Token

NameMarilith
Sorted NameMarilith
FamilyDemon
Size and TypeLarge Outsider (chaotic, demon, evil, extraplanar)
Hit Dice Count16
Hit Dice16d10+176 (264 hp)
Random Hit Points16d10+176 - 176
Initiative+4
Speed40 ft.
Armor Class32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)
Base Attack/Grapple+16/+CMB: +24 (+28 grapple)CMD: 42 (can't be tripped)
Attack

+1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +19 (2d6+3 plus grab) or 6 slams +24 (1d8+7), tail slap +19 (2d6+3 plus grab)

Space/Reach10 ft./10 ft.
Special Attacksconstrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Special Qualities

darkvision 60 ft., true seeing;

SavesFort +25, Ref +18, Will +13
AbilitiesStr 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Skills

Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26

Feats

Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)

Environmentany (Abyss)
Challenge Rating17
Organization

solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)

Treasuredouble (6 mwk longswords, other treasure)
AlignmentCE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Demon, Marilith

This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.



Marilith

CR 17

XP 102,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 25)

DEFENSE

AC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)
hp 264 (16d10+176)
Fort +25, Ref +18, Will +13
DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28

OFFENSE

Spd 40 ft.
Melee +1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +19 (2d6+3 plus grab) or 6 slams +24 (1d8+7), tail slap +19 (2d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th)
Constant—true seeing, unholy aura (DC 25)
At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 23), telekinesis (DC 22)
3/day—blade barrier (DC 23), fly
1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)

STATISTICS

Str 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 42 (can't be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)
Treasure double (6 mwk longswords, other treasure)

SPECIAL ABILITIES

Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.


The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions.

A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: +1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +19 (2d6+3 plus grab) or 6 slams +24 (1d8+7), tail slap +19 (2d6+3 plus grab), or

feats: BLEEDING CRITICAL, COMBAT EXPERTISE, COMBAT REFLEXES, CRITICAL FOCUS, IMPROVED CRITICAL (LONGSWORD), IMPROVED DISARM, POWER ATTACK, WEAPON FOCUS (LONGSWORD), ,


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