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Henzi Doshani MARILITH
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. |
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