Demon, Marilith

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

Marilith CR 17

XP 102,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4;
Senses darkvision 60 ft., trueseeing; 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; Immune 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 +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)

Constanttrue seeing, unholy aura (DC 25)
At willgreater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22)
3/dayblade barrier (DC 23), fly
1/daysummon (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 (+28 grapple); CMD 42 (can’t be tripped)
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.

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.

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)

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.

Variant: Demon, Marilith, Phansigar (CR 17)

[Source]

This six-armed, 11-ft. tall female assassin has bluecolored skin, disheveled black hair, a lolling tongue, and eyes red with intoxication. She is nude save for a skirt of humanoid arms, a garland of human heads, and a yellow turban. Phansigar (sometimes called thugee demons) take the form of humanoids, beasts of burden, or pets and join travelers on their journeys until they gain their confidence. They will sometimes go on extremely long journeys to accomplish this. Once they have that confidence they use it to surprise and strangle their victims by using three nooses from the turban around their necks. They will then rob their victims of valuables and bury their bodies. If forced into combat, they will often feint an attack to put their foe off balance so they can use their yellow nooses.

Melee 6 slams +22 (1d8+7).

Ranged 3 yellow nooses (Range 20 ft., see strangle foe).

This replaces a marilith’s normal melee attacks.

Spell-Like Abilities At willpolymorph; this replaces a marilith’s project image.

 

Strangle Foe (Ex)

The phansigar can attempt to strangle up to three opponents as a standard action (or one opponent as part of an attack of opportunity) by making a successful combat maneuver check (+4 bonus) with her yellow nooses. This does not provoke an attack of opportunity. Opponents add +4 to their CMD if wearing full plate or a leather collar –or– +10 if wearing a gorget. If the phansigar’s combat maneuver check is successful, she pulls the subject into her square (does not provoke an attack of opportunity), the subject gains the grappled condition, cannot speak or cast spells with verbal components, and suffers doing 2d6 +12 per round (at the start of the phansigar’s turn). If the subject has not lost its Dexterity modifier to AC the subject is able to hold his breath (which is why most such attacks are preformed against unaware and flat-footed opponents). Maintaining this strangulation only requires a move action. In addition, a subject that was not able to hold its breath must make a DC 10 Constitution check. The check must be repeated each round, with the DC increasing by +1 for each previous check. If the target fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying (this happens after damage is dealt by this ability). In the third round, it suffocates and dies.

A subject being strangled can attempt to break free as a standard action by making a successful combat maneuver check or Escape Artist check (DC 42; this does not provoke an attack of opportunity). In addition, someone could attempt to sunder the yellow noose (DC 42, hardness 2, 14 hp). If this is successful, the subject breaks free and can act normally. A broken noose will reform whole after one round.

This replaces a marilith’s normal gab, constrict, crushing coils, infuse weapon, and multiweapon mastery special attacks.

Feats Blind-Fight, Deceitful, Greater Feint, Improve Feint, Improved Initiative, Skill Focus (bluff); this replaces a marilith’s Bleeding Critical, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)

Skills Bluff +36, Disguise +30; this replaces a marilith’s Bluff and Intimidate skills.

Section 15: Copyright Notice

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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