Marilith (3.5e Monster)
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|Size/Type:||Large Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)|
|Hit Dice:||17d8+170 (247 hp)|
|Speed:||60 ft. (12 squares), fly 60 ft. (perfect)|
|Armor Class:||46 (-1 size, +4 Dexterity, +22* natural, +5 deflection, +6 shield), touch 18, flat-footed 41|
|Attack:||+4 flaming scimitar of speed +35 melee (1d8+16+1d6 fire, 16-20), slam +29 melee (2d6+12) or tail slap +29 melee (4d6+18)|
|Full Attack:||6 +4 flaming scimitars of speed +35/+35/+30/+25/+20 melee (1d8+16+1d6 fire, 16-20) plus rend and tail slap +29 melee (4d6+18) or 6 slams +29 melee (2d6+12) and tail slap +29 melee (4d6+18)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Abrupt jaunt, fangs of the snake, pounce, rend, spell-like abilities, storm of swords, wrap, telekinesis (see ring of telekinesis)|
|Special Qualities:||Aura of primal emotion (awe), dance of blades, flight, immunity to fire and poison, multidexterity, resistance to acid 15, cold 15, and electricity 15, spell resistance 27, telepathy 100 ft., true sight, evasion, freedom of movement (see ring of freedom of movement), blinking (see ring of blinking)|
|Saves:||Fort +19, Ref +14, Will +15|
|Abilities:||Str 34, Dex 19, Con 29, Int 18, Wis 20, Cha 19|
|Skills:||Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)|
|Feats:|| Combat Expertise (variant) B, Combat Reflexes (variant), Improved Critical (scimitar), Improved Initiative, Improved Natural Armour, Power Attack B, Toughness (variant), Weapon Focus (all one-handed, sword-shaped weapons) (variant)
B Bonus feat
|Organization:||Solitary, pair, or entourage (1-2 mariliths plus DM's choice of other demons)|
|Treasure:||amulet of natural armor +5, ring of blinking, ring of evasion, ring of freedom of movement, ring of protection +5, ring of regeneration, ring of telekinesis|
|Alignment:||Always chaotic evil|
|Advancement:||17–20 HD (Large); 21–48 HD (Huge)|
Out of the host of clawing, screeching demons comes a single imperious figure with the lower body of a massive snake and the torso of a six-armed, heavily muscled female human. Her head is topped with a pair of fearsome ram-like horns, which shake in fury as she brandishes a wicked scimitar in each hand and charges towards you.
Despite their undeniable powers, demon lords and their balor lieutenants rarely entangle themselves in the affairs of either the Blood War or the countless other conflicts they stage between themselves and others. They leave these duties to the powerful and bloodthirsty mariliths.
If the balors are the grand strategists of a demonic horde, the mariliths are the front-line commanders; they revel in melee combat more anything else and never pass up the opportunity to lead an army into battle. They care little for motive or subtlety (they are demons, after all) and only concentrate on delivering as much force to their foes as possible. It should be duly noted that they do that very, very well.
With its tremendous plethora of melee attacks and its ability to close on foes quickly, a marilith is a deadly foe. Most of its abilities are centered around its multiple limbs and the swords it is so fond of. A marilith is also capable of wearing a tremendous amount of jewelry, which it uses to greatly increase its abilities in place of cumbersome armor.
Despite their de facto status as commanders, mariliths have very few abilities that increase the effectiveness of their subordinates. The hierarchy of demons is only based on personal power, not the ability to create competence in others.
Abrupt Jaunt (Sp): As an immediate action, a marilith can teleport up to Close range (65 feet by default). It cannot bring any other creatures with it.
Aura of Primal Emotion (Ex): Mariliths project an aura of awe. This special aura has the same effect as a command spell, with the command to fall prone for all mortals in the area. The save DC for this aura is 22.
Demonic General (Sp): Once per day, a marilith can attempt to bring the armies of the Abyss to her side. This acts as a greater planar binding spell, with the following exceptions: the marilith can summon any number of creatures, as long as their single-encounter CR doesn't exceed 15 (i.e. one CR 15 creature, two CR 13 creatures, four CR 11 creatures, and so on), the creatures summoned must be chaotic evil outsiders, the marilith does not need a magic circle, and the demons automatically serve her for 13 days before returning. Additionally, the marilith knows of (and thus, can call) any demon whose CR is 15 or less with this ability.
Fangs of the Snake (Ex): As a standard action, the marilith may make a single melee attack with each melee weapon it is carrying. With every attack of opportunity it makes, it may also attack in this fashion.
Flight (Su): A marilith may fly at its base speed, with perfect maneuverability.
Multidexterity (Ex): A marilith is the ultimately coordinated creature, able to make as many attacks with each off hand as it does with its main hand with no penalties to its attack bonus. Additionally, mariliths may wear six rings instead of the usual two, on account of their additional arms.
Rend (Ex): For each pair of consecutive hits the marilith lands on an opponent, it automatically deals 1d8+22 points of bonus damage.
Storm of Swords: A marilith is never met unarmed; it may summon +4 weapons (scimitars by default) of speed to any of its free hands as a free action that does not provoke an attack of opportunity; It may also add any other +1 enhancement it wishes to each of these weapons (this is accounted for by the example flaming enhancement in the table). The marilith also gains a shield bonus to AC equal to the number of weapons it is currently holding (normally +6 as shown in the stat block). It may also throw these weapons (at the same rate as it may make a normal full attack) as though they have a base range increment of 30 feet. These weapons disappear when the marilith is killed and can be dismissed just as quickly as they are summoned.
The weapons are summoned through means that are beyond the ken of mortal magic, and their summoning cannot be halted or reversed by antimagic effects. Their enchantment effects, however, can be suppressed normally.
Lastly, any creature the marilith strikes with a melee attack is subjected to the dispelling effects of a targeted greater dispel magic spell, with its attack roll taking the place of its caster level check.
Wrap (Ex): When a marilith grapples an opponent, it uses its tail to hold the opponent at bay and maximize its advantage. On any turn in which the marilith wins a grapple check, it may make a full attack against the opponent it is grappling in addition to normal tail damage.