Marilith
Species | chthonic |
No. Appearing | 1 |
Behaviour | malevolent |
Range | Abyss, subterranean |
Size | 7 ft. tall |
Weight | 425 lbs. |
Intelligence | 13 |
Armour Class | -6 |
Hit Dice | 12+7 |
Action Points | 8 |
Max. Stride | {{{stride}}} |
THAC0 | 14 |
Hp/Die | 2d4 |
Attack Forms | weapons ×6 |
Damage | varies |
Special Attacks | avatar, charm person, darkness, detect invisibility, dispel gate, gating, immunities, levitate, magic resistance, magic to hit, possession, pyrotechnics, strength, teleport, ultravision |
Marilith are sentinel demonesses that inhabit the upper levels of the Abyss, serving a dual role as jailers who confine the damned, and as guards who oppose intruders from other realms. If an outsider dares to venture into the Abyss for any reason, they're bound to encounter one or more mariliths before long.
Standing a towering height of 7 feet, the marilith's lower body is that of a colossal snake, measuring about 18 to 24 ft. in length, typically coiled beneath their form for stability. They have six arms and normally bear a weapon in each, typically a short sword, a rapier, three varieties of scimitar and an ankus — though this is by no means the rule.
Mythology & Origin
Many inaccurately portray mariliths as generals, advisors or tacticians, disregarding the true chaotic essence of the Abyss, a realm utterly devoid of hierarchy. Mariliths do possess an inherent compulsion for destruction, exhibiting cunning and deviousness in their actions. They meticulously plan their initial strikes to gain the utmost advantage. However, contrary to the beliefs of misguided scholars, they don't exert command over other demons.
Their existence extends far back in time, spanning tens of thousands of years, a history that predates recorded accounts. The earliest reference to mariliths can be found in the Ramayana, where they are depicted as servants of Ravana and his demoness sister, Shurpanakha. These mariliths participated in the conflict against Rama, which transpired around 2500 BC, ultimately resulting in their exile to the Abyss, where they have remained ever since, barred from free interaction with the Prime Material Plane.
Dweomercraft
Summoned mariliths are notoriously difficult to control, driven by an insatiable urge to ruthlessly slay both allies and adversaries alike. Despite this, they relish the opportunity to be unleashed on earthly battlefields and may willingly engage in combat against an unsuspecting enemy. The "contract" formed under these circumstances requires the marilith's allies refrain from inadvertently killing those the demoness has in her sights, which the demon would view as "stealing" the slaughter from its grasp. Therefore, intentionally or accidentally attacking any creature within three combat hexes of a marilith is perilous.
Aware that its demise on the Prime Material results only in a return to the Abyss, a marilith feels no hesitation in taking risks of any sort. Confronted by hordes of foes, the marilith gleefully succumbs to a blood rage that persists until the creature is defeated — or all opposition is eradicated. Its ability to teleport at will ensures that fleeing victims cannot escape the marilith's relentless pursuit.
Those mistakenly assuming it safe to summon a marilith to eliminate only a few enemies soon rue that decision. Unless at least five hundred adversaries are immediately visible to the demoness, it promptly resolves to eliminate everyone present, starting with the summoner if possible.
Advantages
The power and dexterity of the demoness is frightening, as it is able to deliver all six attacks against a single opponent, if the creature so wishes. Moreover, marilith have an 18/51 strength, with +2 to hit and +3 to damage, so that six hits by the demoness can deliver a minimum of 24 points of damage and as many as 54.
In addition to their strength, Marilith are immune to sleep and charm, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to teleport. They are able to be hit only by weapons with a bonus of +1 or greater. They possess a natural ultravision. They are able to produce darkness at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with dispel magic. They have a very high magic resistance of 80%.
If pressed, they have an 85% chance of gating one or more other demons to their location, or 2–7 manes demons automatically. If choosing the former option, roll randomly (roll a d20) to receive: 3-8 manes (1-2), a vrock (3-8), a hezrou (9-13), a glabrezu (14-17) or a nalfeshnee (18-20). They cannot gate in more creatures, if those they have gated are still present.
Marilith are also able to charm person, detect invisibility, levitate and pyrotechnics. They are able to create an avatar. All these abilities can be performed at will, requiring only 1 action point to perform. However, no more than one such power may be performed per combat round. Most may be performed from round to round, but a given power can’t be put into place if already present.
Marilith may not possess creatures that are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demoness.
See Bestiary