Marilith

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

Marilith (CR 17)

Large Outsider (Chaotic, Demon, Evil, Extraplanar)
Alignment: Chaotic Evil
Initiative: +4
Senses: Darkvision 60 feet, True Seeing; Perception +31
Aura: unholy aura (DC 25)
  Speed: 40 feet
Space: 10 feet
 

Defense

Armor Class: 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)
Hit Points: 264 (16d10+176)
Saving Throws: Fort +25, Ref +18, Will +13
Damage Reduction: 10/cold iron and good
Immunity: electricity and poison
Energy Resistance: acid 10, cold 10, fire 10
Spell Resistance: 28
 

Offense

Melee: +1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +17 (2d6+3 plus Grab) or 6 slams +22 (1d8+7), tail slap +17 (2d6+3 plus Grab)
Reach: 10 feet
  Special Attacks: Constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, Multiweapon Mastery
  Spell-Like Abilities (CL 16th):

Statistics

StrDexConIntWisCha
25 (+7) 19 (+4) 32 (+11) 18 (+4) 18 (+4) 25 (+7)
Base Attack Bonus: +16
CMB +24 (+28 Grapple)
CMD 42 (can't be tripped)
  Feats: Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (Longsword), Deft Maneuvers, 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 Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.
 

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.
 

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)

  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.

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