Karilith (3.5e Monster)
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|Size/Type:||Large Outsider (Chaotic, Demon, Extraplanar, Evil)|
|Hit Dice:||6d8+30 (57 hp)|
|Speed:||40 ft. (8 squares)|
|Armor Class:||18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15|
|Attack:||Longsword +11 melee (2d6+5/19–20) or slam +11 melee (1d8+5) or tail slap +11 melee (4d6+5)|
|Full Attack:||Primary longsword +11/+6 melee (2d6+5/19–20) and 5 longswords +6 melee (2d6+2/19–20) and tail slap +6 melee (4d6+2); or 6 slams +6 melee (1d8+2) and tail slap +9 melee (4d6+2)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Constrict 4d6+5, improved grab, spell-like abilities, fiendish summoning, fumble|
|Special Qualities:||Damage reduction 3/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 3, cold 3, and fire 3, spell resistance 13, telepathy 50 ft.|
|Saves:||Fort +10, Ref +8, Will +7|
|Abilities:||Str 21, Dex 17, Con 21, Int 14, Wis 14, Cha 20|
|Skills:||Appraise +11, Bluff +16, Diplomacy +14, Disguise +14, Hide –1, Intimidate +18, Listen +13, Search +11, Sense Motive +11, Spellcraft +11, Spot +13|
|Feats:||Combat Reflexes, Multiattack, Multiweapon Fighting|
|Environment:||A chaotic evil-aligned plane|
|Organization:||Solitary or pair|
|Alignment:||Usually chaotic evil|
|Advancement:||7–15 HD (Large)|
A karilith, also known as a quarilith or "substandard marilith", is a fiend often created as an accident, usually from quasits but occasionally from corrupted mortal stock. Uplifted quasits are initially mad with power and then mad with the realization of a lack of power. Corrupted mortal stock are often confused as to their new state and form, but quickly adapt to their circumstance as survival instinct kicks in. Despite the origins of their creation, they're still put to use, often as decoys, as they are visually indistinct from their truest form, with only their behavior revealing the ruse.
The transformation into a karilith causes the creature to harbor an unusual lust for swords, jewels and bangles. They usually hold a longsword in each of its six hands and they wear as many bangles and jewels as possible, often to a gaudy degree, as they covet such possessions.
A karilith stands when coiled at about 9 feet tall and measures roughly 20 feet from its head to the tip of its tail. They weigh about 4,000 pounds.
A karilith speaks Abyssal, Common and up to two other languages (depending on its origin).
Kariliths lack the capacity for grand tactics of their greater kind. Though, engaging in physical combat elevates kariliths into a heightened state of demonic euphoria, even if their personality would normally be opposed to such activity. Each of a karilith’s six arms can wield a weapon, and the creature gets an additional weapon attack with its primary arm. Kariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first, since entering into danger is the easiest way to reveal their true nature.
A karilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Their caster level for all spell-like abilities is 5th (always remaining one lower than their HD total).
Constrict (Ex): A karilith deals 4d6+5 points of damage with a successful grapple check. The constricted creature must succeed on a DC 17 Fortitude save or become dazzled from discomfort for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Fiendish Summoning (Sp): Once per day a karilith can attempt to summon 2d4 quasits with a 50% chance of success, or 2d4 various fiendish creatures from the summon monster I list with a 90% chance of success. This ability is the equivalent of a 3rd-level spell.
Fumble (Ex): A karilith that rolls a natural 1 for any of its manufactured weapon attacks automatically drops its weapon in that hand as if it had failed a disarm attempt against the opponent it was attacking.
Improved Grab (Ex): To use this ability, a karilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities: At will—align weapon, expeditious retreat, mage hand, magic weapon, protection from good, see invisibility, silent image (DC 16), spiritual weapon. Caster level 5th. The save DCs are Charisma-based.
Basic Multi-Fighting: A karilith gains its attacks from BAB as normally when making a full attack, but any other attacks it makes for its multiple arms (whether by its swords or natural attacks) are treated as light weapons for the purpose of damage and disarming and suffer a –5 penalty from its full attack bonus.
|Alignment||Usually chaotic evil +|
|Author||Ganteka Future +|
|Challenge Rating||7 +|
|Environment||A chaotic evil-aligned plane +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Chaotic +, Demon +, Extraplanar + and Evil +|