Marilith

Marilith
Simple Monster, XP 10800
Level 27 (+10)
"You display the audacity to summon me, wizard, but you do not comprehend my true nature. I am not one of many, I am the only one, because I have slain all the others."
——Marilith
The Marilith is among the most feared and powerful of demons, rivaled only by the Balor in strength and cunning. It appears as a large, beautiful human woman from the waist up with six powerful arms. From the waist down, it has the body of a mighty serpent. It wields a host of weapons, equipped with 6 jagged, nightmarish longswords as well as a longbow. Given that the Marilith has six arms, it can attack with its swords all at once with expert precision. Similarly , it is capable of shooting three arrows almost simultaneously, one for each pair of hands. It is no surprise that the Marilith has often been referred to as a demonic unit for practical terms by its enemies. The Marilith’s very nature is that of a predator, an instinct that lends itself well to its common role as a military commander in demon armies. While the Marilith certainly has an agenda of its own, it has often been seen on two sides of a conflict between powerful extraplanar beings, and sometimes even mortals, playing both sides depending on who provided the most lucrative offer on a particular day. Ordinarily, this sort of behavior would breed resentment and sometimes betrayal from its former employers, but The Marilith is almost always too powerful and lethal a demon to be marked as an enemy by anyone who wishes to remain alive, so its twisted machinations are tolerated by any who would require its services.
Awareness
32
Senses
Devilsight, Truesight
Proximity
50ft
Hell's Allegiance
All creatures of Good alignment are Weakened while within the arua. Additionally, all demonic allies within the aura gain a +2 Power bonus to Defenses, a +5 Power bonus to Saving Throws. (Ultimate, Pot 2d8+9, MR Yes)
Initiative
32/1d6
Hitpoints: 450
Healing Value: 90
Resilience: +8
Morale
5
AC
28/35
Touch
25
Fort
27
Reflex
26
Will
28
Defenses
Resistances: Weapon (DR 20, overcome by Good and Cold Iron), Fire (Imm), Lightining (Imm), Caustic (50%), Cold (50%). Immune to Poison, Disease, Daze Resist (6). MR (1d10+9).
Vulnerabilities: None
Defensive Actions
Parry
Interruptive Action [up to 2x per round]
When hit with a Weapon Attack, the Marilith attempts to parry the incoming attack with one of its many swords. Make an Opposed attack roll (Longsword vs triggering attack) to attempt to Deflect the incoming attack. The first use of this ability does not count towards the Marilith's limits of 1 Interruptive Action per round. (Legendary)
Projection
Immediate Action
The Marilith may project an illusory image of itself to a location within 100ft. The image mimics the Marilith perfectly in speech and actions, making it difficult to tell them apart. Though it has no physical substance, it looks, sounds, and smells just like the original. The image cannot be attacked, though it may be dispelled. (Legendary)
Attributes / Saving Throws (1 AP)
STR
29 / 35
DEX
19 / 25
CON
29 / 35
INT
18 / 22
WIS
18 / 22
CHA
26 / 30
REC 6
Actions (+3 AP)
Standard Attacks (2 AP)
+24 vs AC (ArN 5)
Demonic Longsword [Opportunity]
3d8+13 (avg 26) Slashing damage
Melee Reach 10ft
+23 vs AC (ArN 7)
Tail Slap [Opportunity]
3d8+11 (avg 24) Bludgeoning damage
Melee Reach 10ft
Special: On a hit, make a Grapple check (+27 vs Grapple) to Grab the target.
+24 vs AC (ArN 5)
Dual Longswords
Make 2 Longsword attacks, on the same or different targets. On each hit, deal 3d8+13 (avg 26) Slashing damage. (Basic)
+21P vs AC (ArN 7)
Hellfire Longbow
4d8+8 (avg 26) Hellfire damage
Range 250ft
3d6+21 (avg 31) Bludgeoning damage
Grapple +27
Special Attacks (3 AP)
+24 vs AC (ArN 5)
Sword Flurry
Making attacks with each of its many amrs, the Marilith makes 6 Longsword attacks, on the same or different targets. On each hit, deal 3d8+13(avg 26) Slashing damage. (Advanced)
+21 vs AC (ArN 7)
Rapid Fire
Using its many arms to wield the bow quickly, the Marilith make three shots, on the same or different targets. On each hit, deal 4d8+8 (avg 26) Hellfire damage. (Advanced)
Teleport
The Marilith can teleport to any location on the same plane. (Legendary)
Hell's Blades [4 AP]
The Marilith summons forth a wall of spinning blades 150ft long (or 50ft diameter ringed) within 100ft, that lasts for 10 rounds. If a creature attempts to move through the wall, or if the wall is created in a space occupied by a creature, make an attack, +18 vs Reflex. On a hit, the creature suffers 4d8+70 Force damage. Half damage on a miss. (Legendary)
+18 vs Reflex
Call Hellfire [Group, Limit 1/combat]
Target's all Non-Demon's within 200ft. On a hit, deal 4d8+70 (avg 88) Hellfire damage. On a miss, targets suffer half damage. (Ultimate)
Immediate Actions
Constrict
Immediate Action
A target grabbed by the Marilith's tail suffers 3d8+24 (avg 37) Bludgeoning damage. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
40 ft
Sprint
60 ft
Overland Movement
40 mi/day
Qualities
  • Six Arms: The Marilith has six arms with which to make weapon attacks and can wield main-hand weapons in its off-hands.
  • Telepathy: The Marilith can communication telepathically with any creature within 100 ft.
  • Truesight: The Marilith can see through all magical forms of disguise and concealment, including invisibility, polymorph and transmutation abilities, illusions (visual, auditory, scented, and textured), and magical forms of concealment, such as magical darkness.
  • Improved Grapple: The Marilith can grab creatures with its tail without granting an Opportunity. Additionally, grabbing creatures with its tail does not impede its ability to make weapon attacks with its arms.
  • Demonic Resistances: Immunity to Lightning and Fire. Resistance to Caustic and Cold. Damage Reduction (20) to Weapon Damage, overcome by Good aligned or Cold Iron. Immunity to Poison & Disease. Daze Resistance equal to Physical Rank. (inc)
  • Magic Resistance: The Marilith has Magic Resistance equal to [1d10 + Physical Rank].
  • Balanced Body: The Marilith gains a +4 Racial bonus to Balance. (inc)
  • Natural Armor: AC +3/+10, Ref +1 (inc)
Skills: Rank 4 Balance [+19], Rank 3 Escape [+10], Rank 10 Stealth [+19], Rank 1 Swim [+12], Rank 3 Tumble [+10], Rank 9 Listen [+22], Rank 9 Spot [+22], Rank 5 Hunting [+14], Rank 3 Survival [+13], Rank 4 Investigate [+12], Rank 5 Academics: Nine Hells [+14], Rank 4 Charm [+14], Rank 8 Coercion [+26], Rank 6 Deception [+18], Rank 6 Manipulation [+18], Rank 5 Persuasion [+14], Rank 4 Aloofness [+14], Rank 7 Bravery [+23], Rank 6 Intuition [+16], Rank 3 Tolerance [+12], Rank 4 Suspicion [+12]
Feats: Improved Speed [3], Fast Initiative [2], Improved Attack, Improved Negation, Improved Parry, Heavy Hitter
Philosophies: Rank 4 Mental, Rank 6 Physical, Rank 9 Infernal
Combat Training: Melee 5, Ranged 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: 6 Demonic Longswords (Evil aligned, +2 Damage), Hellfire Longbow (+2 Attack, +1WD Hellfire damage when wielded by someone of Demonic blood).
Charm
+14
Coercion
+26
Deception
+18
Manipulation
+18
Persuasion
+14
Aloofness
+14
Bravery
+23
Intuition
+16
Tolerance
+12
Suspicion
+12
Social
Composure: 38
Languages: Hellspeech, Draconic, Telepathy
Motives:
Prejudices: