Reimagining SRD Fiends: The Marilith
Posted: Sat Dec 18, 2010 3:48 am
The demon that stands before you looks like an attractive, if fierce, woman from the waist upwards, but below the waist is a giant, twenty-foot long serpent. In each hand is a longsword and it is clear from the practiced grace that she wields them with that she is a skilled warrior indeed. You lock eyes with the horror and find your will ebbing away rapidly ...
Marilith:
No. Encountered: 1
Size: Large
HP: 166 (17d10+51)
Move: 60 (slither)
AC: 30
Attacks: 6 x +3 Longsword +1 (d8+4 damage), Tail Slap (2d4+4 dmg)
Special: Chaos Venom, Constrict, Demonic Aura, Hypnotizing Stare, Immunities, Infuse Weapon, Spell-Like Abilities, Summoning, Vital Strike, Vortex of Blades
Primes: Strength, Constitution, Dexterity
Int: Genius
Alignment: Chaotic Evil
Type: Extraplanar (demon)
Treasure: 6 Longswords
XP: 17700 + 17
Special Abilities:
Chaos Venom: As a free action, a Marilith can envenom her weapons with a potent chaotic poison. When the target is struck with the poisoned weapon, it must make an immediate Constitution save, or suffer one of the effects below as determined by a d10 roll. If a subject makes the save once, they become immune to the Chaos venom permanently.
1: Subject loses 1d4+1 Intelligence, Wisdom and Charisma.
2: Subject loses 1d4+1 Strength, Dexterity and Constitution.
3: Subject becomes confused.
4: Subject is blinded and deafened.
5: Subject loses 1d4+1 levels.
6: Subject falls into a coma for 1d4+1 days.
7: Subject believes it is simply dreaming.
8: Subject is brought to 0 HP.
9: Subject dies, but the body is intact.
10: Subject dies and the body disintegrates.
Constrict: If a marilith succeeds in hitting an enemy with its tail slap, the opponent must succeed immediately at a Strength save or be constricted in the Marilith’s coils, taking 6d6+3 damage automatically per round and losing 1d4 Constitution points as it is asphyxiated in the marilith’s coils. Each round, the subject gains a new Strength save to break free.
Demonic Aura: All individuals passing within the presence of a demon must make a save against fear at the base Charisma save + the demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and saving throws while the demon is within sight.
Hypnotizing Stare: Any individuals who look at a marilith without some form of magical protection must make a Charisma save or become hypnotized. A subject who is hypnotized by a marilith receives no further save unless the marilith orders it to do something contrary to its nature, such as attack an ally or attempt to commit suicide. Creatures who are immune to charm are also immune to this power.
Immunities: Mariliths cannot be damaged by weapons of less than +2 enchantment, or weapons that are good-aligned or made of cold iron. They are immune to acid, poison, charm and fear spells.
Infuse Weapon: Mariliths are capable of making their weapons chaotic or evil-aligned for overcoming damage resistance, as well as transforming their make into silver.
Spell-Like Abilities: Mariliths can cast mirror image, improved invisibility, true seeing, magic circle against good, magic circle against law, project image, teleport without error, telekinesis and blade barrier at will.
Summoning: A marilith can summon 1 glabrezu, 2 succubi, 1d4 shadow demons, 1d4+1 babaus or 4d4 dretches once per day.
Vital Strike: Instead of striking six separate times, the Marilith can choose to make a single melee attack for 6d8+3 damage.
Vortex of Blades: When Mariliths have blade barrier active, they are capable of moving the barrier as a tornado. The barrier, once it starts moving, will only remain active for 1d4+1 rounds and can be moved 30 feet per round.
The generals of demonic hordes, the mariliths are less powerful than their balor cousins, but are more intelligent and subtle than they are, and are thus often found in positions of more real power than the balors. Some mariliths are even strong and cunning enough to stand on their own, without the patronage of any demon lord, often serving as mercenary warriors in the Blood War- sometimes even finding themselves fighting alongside the infernal legions.
While mariliths are skilled tacticians, they are just as fond of slaughter as any other demon, and do not hesitate to directly enter melee. In combat, a marilith will almost always attempt to engage the most important targets in melee, knowing that it can swiftly destroy all but the very strongest melee targets. Mariliths will use their hypnotizing stare to neutralize spellcasters, and will use their own potent magic to supplement ferocious melee attacks.
Marilith:
No. Encountered: 1
Size: Large
HP: 166 (17d10+51)
Move: 60 (slither)
AC: 30
Attacks: 6 x +3 Longsword +1 (d8+4 damage), Tail Slap (2d4+4 dmg)
Special: Chaos Venom, Constrict, Demonic Aura, Hypnotizing Stare, Immunities, Infuse Weapon, Spell-Like Abilities, Summoning, Vital Strike, Vortex of Blades
Primes: Strength, Constitution, Dexterity
Int: Genius
Alignment: Chaotic Evil
Type: Extraplanar (demon)
Treasure: 6 Longswords
XP: 17700 + 17
Special Abilities:
Chaos Venom: As a free action, a Marilith can envenom her weapons with a potent chaotic poison. When the target is struck with the poisoned weapon, it must make an immediate Constitution save, or suffer one of the effects below as determined by a d10 roll. If a subject makes the save once, they become immune to the Chaos venom permanently.
1: Subject loses 1d4+1 Intelligence, Wisdom and Charisma.
2: Subject loses 1d4+1 Strength, Dexterity and Constitution.
3: Subject becomes confused.
4: Subject is blinded and deafened.
5: Subject loses 1d4+1 levels.
6: Subject falls into a coma for 1d4+1 days.
7: Subject believes it is simply dreaming.
8: Subject is brought to 0 HP.
9: Subject dies, but the body is intact.
10: Subject dies and the body disintegrates.
Constrict: If a marilith succeeds in hitting an enemy with its tail slap, the opponent must succeed immediately at a Strength save or be constricted in the Marilith’s coils, taking 6d6+3 damage automatically per round and losing 1d4 Constitution points as it is asphyxiated in the marilith’s coils. Each round, the subject gains a new Strength save to break free.
Demonic Aura: All individuals passing within the presence of a demon must make a save against fear at the base Charisma save + the demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and saving throws while the demon is within sight.
Hypnotizing Stare: Any individuals who look at a marilith without some form of magical protection must make a Charisma save or become hypnotized. A subject who is hypnotized by a marilith receives no further save unless the marilith orders it to do something contrary to its nature, such as attack an ally or attempt to commit suicide. Creatures who are immune to charm are also immune to this power.
Immunities: Mariliths cannot be damaged by weapons of less than +2 enchantment, or weapons that are good-aligned or made of cold iron. They are immune to acid, poison, charm and fear spells.
Infuse Weapon: Mariliths are capable of making their weapons chaotic or evil-aligned for overcoming damage resistance, as well as transforming their make into silver.
Spell-Like Abilities: Mariliths can cast mirror image, improved invisibility, true seeing, magic circle against good, magic circle against law, project image, teleport without error, telekinesis and blade barrier at will.
Summoning: A marilith can summon 1 glabrezu, 2 succubi, 1d4 shadow demons, 1d4+1 babaus or 4d4 dretches once per day.
Vital Strike: Instead of striking six separate times, the Marilith can choose to make a single melee attack for 6d8+3 damage.
Vortex of Blades: When Mariliths have blade barrier active, they are capable of moving the barrier as a tornado. The barrier, once it starts moving, will only remain active for 1d4+1 rounds and can be moved 30 feet per round.
The generals of demonic hordes, the mariliths are less powerful than their balor cousins, but are more intelligent and subtle than they are, and are thus often found in positions of more real power than the balors. Some mariliths are even strong and cunning enough to stand on their own, without the patronage of any demon lord, often serving as mercenary warriors in the Blood War- sometimes even finding themselves fighting alongside the infernal legions.
While mariliths are skilled tacticians, they are just as fond of slaughter as any other demon, and do not hesitate to directly enter melee. In combat, a marilith will almost always attempt to engage the most important targets in melee, knowing that it can swiftly destroy all but the very strongest melee targets. Mariliths will use their hypnotizing stare to neutralize spellcasters, and will use their own potent magic to supplement ferocious melee attacks.