Contact       For Artists        For Writers

RPG Blogs    Post Character     Game Room     Fantasy Art        Quests       Stories
Risen Home




Henzi Doshani               MARILITH

 

Lawful Good

Hit Dice:

16d8+144 + 4d10+32  Level 4 Paladin (270 hp)

Initiative:

+4

Speed:

40 ft. (8 squares)

Armor Class:

29 (–1 size, +4 Dex, +16 natural), touch 13, flat-footed 25

Base Attack/Grapple:

+16/+29

Attack:

Long sword +25 melee (2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)

Full Attack:

Primary long sword +25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Constrict 4d6+13, improved grab, spell-like abilities, summon angle

Special Qualities:

Damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Saves:

Fort +19, Ref +14, Will +14

Abilities:

Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24

Skills:

Bluff +26, Concentration +28, Diplomacy +38, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +26, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls) knowledge religion 16

Feats:

Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (long sword)

Environment:

A chaotic evil-aligned plane

Organization:

Solitary or pair

Challenge Rating:

17

Treasure:

Standard coins; double goods; standard items, plus 1d4 magic weapons

Alignment:

Always chaotic evil

Advancement:

17–20 HD (Large); 21–48 HD (Huge)

 

Henzi loved to command here troops not just for the feeling of power but for the feeling of order. It was this desire for better order in combat that became her downfall. For in a foray into the material she had her army attack some paladins, but while her army was greater individually they could never achieve victory over such a truly organized force. Just before loosing the battle Henzi snatched one of the paladins and fled, so that she could question him on how his force hand managed to win the battle. Her thoughts then after became dangerous for she desired law and order in her army. As the Princes of the Abyss threatened to kill her she fled with the paladin back to the material where she joined the paladins as a soldier.

For over 200 years she worked for the paladins but never as one of them she just enjoyed there method of combat, and she was willing to restrain her self some to experience it. However as time went on she came to appreciate their method of life as well and so after 300 years among the paladins she finally swore allegiance to them.

A marilith usually holds a long sword in each of its six hands and wears many bangles and jewels.

A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

Combat

Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities: At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.

Summon angle (Sp): Once per day 

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Dragons Meet is always looking for great fantasy stories, and is willing to share generously with the writers who write them. For more information on this please see our For Writers section.    


















 
Terms and Conditions