Marilith | CR 17 |
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Always CE Large Outsider (Chaotic, Extraplanar, Evil) Init +4; Senses darkvision 60 ft.; Listen +31, Spot +31 Languages Abyssal, Celestial, Draconic; telepathy 100 ft. |
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AC 29, touch 13, flat-footed 25 hp 216 (16 HD); DR 10/good and cold iron Immune electricity, poison Resist acid 10, cold 10, fire 10; SR 25 Fort +19, Ref +14, Will +14 |
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Speed 40 ft., Melee Primary longsword +25/+20/+15/+10 (2d6+9/19-20) and 5 longswords +25 (2d6+4/19-20) and tail slap +22 (4d6+4); or Melee 6 slams +24 (1d8+9) and tail slap +22 (4d6+4) Space 10 ft.; Reach 10 ft. Base Atk +16; Grp +29 Atk Options Combat Expertise, Combat Reflexes, Power Attack, constrict 4d6+13, improved grab Special Actions summon demon, change shape Spell-like Abilities (CL 16): 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) The save DCs are Charisma-based |
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Abilities Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24 Feats Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword) 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) Advancement 17-20 HD (Large); 21-48 HD (Huge) |
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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.
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.
Change Shape (Su) A marilith can assume the form of any Small, Medium or Large humanoid. |