Demon, Marilith

Demon, Marilith (CR 17)
Large outsider (demon)
Init 14; Senses darkvision, true seeing; Notice 33
Aura protective aura (angel, agathion)
Defense
AC 32, flat-footed 28; SR 25
(+4 deflection, +4 Dex, +15 natural, –1 size)
HP 264 (16d10+176)
Fort +20, Ref +18, Will +18
DR 10/cold iron; Immune electricity and poison; Resist acid 10, cold 10, fire 10
Offense
Speed 40 ft.
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)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th; caster check +23)
Constant—true seeing
At will—greater teleport, project image (Wd-DC 24), telekinesis (W-DC 22)
3/day—blade barrier (R-DC 23), fly
1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
Statistics
Str 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Base Atk +16; CMB +24; CMD 42 (can't be tripped)
Combat Maneuvers +4 disarm, grapple
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +23, Deception +26, Diplomacy +26, Intimidate +26, Knowledge (engineering) +23, [Perception +23, Sense Motive +23, Scrutiny +23, Stealth +19, Use Magic Device +26
Languages Abyssal, Celestial, Draconic; telepathy
Ecology
Environment Realms Beyond (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1–3 glabrezus, and 3–14 babaus)
Treasure Value 62,110 gp (6 mwk longswords, other treasure)
Special Attacks
Crushing Coils (Ex; Str) 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.

Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a cold iron and hellstone weapon.
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.


Demon, Maralith (Planes)
DC 27 – A Maralith has the torso and head of a beautiful humanoid woman, the lower body of a snake, and six powerful arms
DC 32 – A Maralith can make up to ten attacks at once
DC 37 – A Maralith can wrap a foe up in the snake body and constrict
DC 42 – Maraliths always see with a true seeing effect

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