Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Marilith

Edit Page Content

This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.

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.

Special Abilities

Crushing Coils (Ex) 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. The save DC is Strength-based.

Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).

Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.

Attributes

AC
32, Touch 17, Flat-footed 28 (+4 Deflection, +4 Dex, +15 Natural, -1 Size)
Alignment
Ce
Aura
Unholy Aura (Dc 25)
Base Atk
+16
CMB
+24 (+28 Grapple)
CMD
42 (Can't Be Tripped)
CR
CR 17
Cha
25
Con
32
Creature Type
Outsider (Chaotic, Demon, Evil, Extraplanar)
DR
10/cold Iron And Good
Dex
19
Environment
Any (Abyss)
Feats
Bleeding Critical , Combat Expertise , Combat Reflexes , Critical Focus , Improved Critical (Longsword), Improved Disarm , Power Attack , Weapon Focus (Longsword)
Fort
+25
HP
264 (16d10+176)
Immune
Electricity And Poison
Init
Ce Large Outsider ( Chaotic , Demon , Evil , Extraplanar ) +4
Int
18
Languages
Abyssal, Celestial, Draconic; Telepathy 100 Ft.
Melee
+1 Longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 Longswords +24 (2d6+4/17-20), Tail Slap +19 (2d6+3 Plus Grab ) Or 6 Slams +22 (1d8+7), Tail Slap +19 (2d6+3 Plus Grab )
Organization
Solitary, Pair, Or Platoon (1 Marilith, 1-3 Glabrezus, And 3-14 Babaus)
Racial Modifiers
+8 Perception
Reach
10 Ft.
Ref
+18
Resist
Acid 10, Cold 10, Fire 10
Senses
Darkvision 60 Ft., True Seeing ; Perception +31
Size
Large
Skills
Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (Engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26
Space
10 Ft.
Special Attacks
Constrict (Tail Slap, 2d6+10 Plus Crushing Coils), Infuse Weapon, Multiweapon Mastery
Speed
40 Ft.
Spell Resistance
28
Spell-Like Abilities
(Cl 16th) Constant— True Seeing , Unholy Aura (Dc 25) At Will— Greater Teleport (Self Plus 50 Lbs. Of Objects Only), Project Image (Dc 24), Telekinesis (Dc 22) 3/day— Blade Barrier (Dc 23), Fly 1/day— Summon (Level 5, 1 Marilith 20%, 1 Nalfeshnee At 35%, Or 1d4 Hezrous At 60%)
Str
25
Treasure
Double (6 Mwk Longswords, Other Treasure)
Will
+13
Wis
18
XP
102,400
Advertisement Create a free account