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Pathfinder

Compendium

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Marilith

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

Marilith

CR 17

  • XP

    102,400
  • Ce Large Outsider (Chaotic, Demon, Evil, Extraplanar)
  • Init

    +4;

    Senses

    Darkvision 60 Ft., True Seeing;Perception +31
  • Aura

    Unholy Aura (Dc 25)
  • DEFENSE

  • AC

    32, touch 17, flat-footed 28 (+4 Deflection, +4 Dex, +15 Natural, -1 Size)
  • hp

    264(16d10+176)
  • Fort

    +25,

    Ref

    +18,

    Will

    +13
  • DR

    10/cold Iron And Good;

    Immunities

    Electricity And Poison;

    Resist

    Acid 10, Cold 10, Fire 10;

    SR

    28
  • 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 +19 (2d6+3 Plus Grab ) Or 6 Slams +22 (1d8+7), Tail Slap +19 (2d6+3 Plus Grab )
  • Special Attacks

    Constrict (Tail Slap, 2d6+10 Plus Crushing Coils), Infuse Weapon, Multiweapon Mastery
  • Reach

    10 Ft.
  • Spell-Like Abilities

    (CL 16; )
  • STATISTICS

  • Str

    25,

    Dex

    19,

    Con

    32,

    Int

    18,

    Wis

    18,

    Cha

    25
  • Base Atk

    +16;

    CMB

    24;

    CMD

    42
  • Feats

    Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (Longsword), Improved Disarm, Power Attack, Weapon Focus (Longsword),
  • 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 ;

    Racial Modifiers

    +8 Perception
  • Languages

    Abyssal, Celestial, Draconic; Telepathy 100 Ft.
  • ECOLOGY

  • Environment

    Any (Abyss)
  • Organization

    Solitary, Pair, Or Platoon (1 Marilith, 1-3 Glabrezus, And 3-14 Babaus)
  • Treasure

    Double (6 Mwk Longswords, Other Treasure)