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
Resist: acid 10, cold 10, fire 10
Immune: electricity and poison
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) Constant—true seeing, unholy aura (DC 25) At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22) 3/day—blade barrier (DC 23), fly 1/day—summon (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.
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)
Description
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.
This snake-bodied fiend has a six-armed woman’s torso, pointed ears, and glittering, otherworldly eyes.
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. 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.
