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Demon, Marilith

CR 17.00 Outsider CE Large HD 16
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.

HP
264 (16d10+176)
AC
32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)
Init
+4
Speed
40 ft.
Fort
+25
Ref
+18
Will
+13
BAB
+16
CMB
+24 (+28 grapple)
CMD
42 (can't be tripped)
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)
Space
10 ft.
Reach
10 ft.
DR
10/cold iron and good
SR
28
Aura
unholy aura (DC 25)
Racial Modifiers
+8 Perception
str
25
+7
dex
19
+4
con
32
+11
int
18
+4
wis
18
+4
cha
25
+7

Weapons: Martial, Simple

constrict (tail slap, 2d6+10 plus crushing coils)

Infuse Weapon — 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 — A marilith never takes penalties to her attack roll when fighting with multiple weapons.

Universal Monster Rules

Grab
Grab (tail slap) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (tail slap, 2d6+10 plus crushing coils) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Multiweapon Mastery Ex from Universal Monster Rule
The creature never takes penalties on its attack rolls when fighting with multiple weapons.

Special Abilities

Infuse Weapon from text
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).

Feats, Traits & Items

Bleeding Critical from Feat

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Improved Critical (longsword) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Disarm from Feat

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Calculated: +2 Maneuver Check Bonus
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (longsword) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26

spell-like abilities:
Constant—True Seeing (DC 23), Constant—Unholy Aura (DC 25), At will—Teleport, Greater, At will—Project Image (DC 24), At will—Telekinesis (DC 22), 3/day—Blade Barrier (DC 23), 3/day—Fly (DC 20)
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any (Abyss)
Organization
solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)
Treasure
double (6 mwk longswords, other treasure)
Senses
darkvision 60 ft., true seeing; Perception +31
Aura
unholy aura (DC 25)
Languages
Abyssal, Celestial, Draconic; telepathy 100 ft.
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core
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