Demon Marilith
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
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.
Demon, Marilith
This snake-bodied fiend has a six-armed woman’s torso, pointed ears, and glittering, otherworldly eyes.
Family: Demons
Large fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) |
Saving Throws Str +9, Con +10, Wis +8, Cha +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 16 (15,000 XP)
Special Traits
- Magic Resistance: The marilith has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The marilith’s weapon attacks are magical.
- Reactive: The marilith can take one reaction on every turn in a combat.
Actions
- Multiattack: The marilith makes seven attacks: six with its longswords and one with its tail.
- Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.
- Teleport: The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Reactions
- Parry: The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Marilith | |
Large outsider (Chaotic, Extraplanar, Evil) | |
Hit Dice | 16d8+144 (216 hp) |
Initiative | +4 |
Speed | 40 ft. (8 squares) |
Armor class | 29 (-1size, +4 Dexterity, +16 natural), touch 13, flat-footed 25 |
Base Attack/Grapple | +16/+29 |
Attack | longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9) |
Full Attack | Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Constrict 4d6+13, improved grab, spell-like abilities, summon demon |
Special Qualities | Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, Spell Resistance 25, telepathy 100 ft. |
Saves | Fort +19, Ref +14, Will +14 |
Abilities | Strength 29, Dexterity 19, Constitution 29, Intelligence 18, Wisdom 18, Charisma 24 |
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, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword) |
Environment | A chaotic evil-aligned plane |
Organization | Solitary or pair |
Challenge Rating | 17 |
Treasure | Standard coins; double goods; standard items, plus 1d4 magic weapons |
Alignment | Always chaotic evil |
Advancement | 17-20 HD (Large); 21-48 HD (Huge) |
Level Adjustment | – |
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
Combat
A marilith’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.
Constrict (Ex):A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex): To use this ability, a marilith 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, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25).
Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
true seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).
Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
MARILITH LORE
Originally Posted by Dracomortis of the Wizards Community forums.
Characters with ranks in Knowledge (the Planes) can learn more about mariliths. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.
Knowledge (the Planes) | |
DC | Result |
15 | This serpentine creature is a type of demon known as a marilith. This result reveals all outsider and tanar’ri traits. |
22 | In addition to their love of battle, mariliths are blessed with a natural cunning that makes them perfectly suited as generals and tacticians in demonic armies. They typically wield a weapon in each of their six arms, but can also constrict opponents like a snake. |
27 | Mariliths won’t pass up an opportunity to engage in combat, especially melee, but their uncanny brilliance ensures that they don’t rush into a situation without preparing either. They can use abilities like blade barrier and polymorph to even the playing field to their liking or, if a battle goes badly, they can use greater teleport to escape and return at a later time. |