Name | Marilith |
---|---|
Sorted Name | Marilith |
Family | Demon |
Size and Type | Large Outsider (chaotic, demon, evil, extraplanar) |
Hit Dice Count | 16 |
Hit Dice | 16d10+176 (264 hp) |
Random Hit Points | 16d10+176 - 176 |
Initiative | +4 |
Speed | 40 ft. |
Armor Class | 32, 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/Reach | 10 ft./10 ft. |
Special Attacks | constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery |
Special Qualities | darkvision 60 ft., true seeing; |
Saves | Fort +25, Ref +18, Will +13 |
Abilities | Str 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) |
Environment | any (Abyss) |
Challenge Rating | 17 |
Organization | solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus) |
Treasure | double (6 mwk longswords, other treasure) |
Alignment | CE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Demon, MarilithThis snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.Marilith CR 17 XP 102,400CE Large outsider (chaotic, demon, evil, extraplanar)Init +4; Senses darkvision 60 ft., true seeing; Perception +31Aura unholy aura (DC 25)DEFENSEAC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)hp 264 (16d10+176)Fort +25, Ref +18, Will +13DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28OFFENSESpd 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 masterySpell-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), fly1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)STATISTICSStr 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25Base 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 PerceptionLanguages Abyssal, Celestial, Draconic; telepathy 100 ft.ECOLOGYEnvironment any (Abyss)Organization solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)Treasure double (6 mwk longswords, other treasure)SPECIAL ABILITIESCrushing 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.
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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), ,