Marilith

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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.

Marilith.jpg

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 she'd view as "stealing" the slaughter from her 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

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.

Dweomercraft

Most often, summoned marilith are nearly impossible to control, being extraordinarily possessed by the desire to indiscriminately slaughter friend and foe alike. However, they love the prospect of being released upon an earthly battlefield and may be encouraged to fight against an unsuspecting enemy. The “contract” this may create will last so long as the marilith’s allies give it plenty of room and do not inadvertently kill or disable a would-be victim of the demoness. It is therefore not safe to intentionally or accidentally attack any creature within three combat hexes of a marilith.

As the demoness knows that its death on the Prime Material will mean only that it is returned the Abyss, which it views without regret. Therefore, a marilith facing hundreds of foes may cheerfully fall into a blood rage, that will continue until the marilith is vanquished, or the enemy are dead. Since it can teleport at will, even the flight of victims will not save them from the marilith’s appetite.

Those who falsely believe it is safe to summon a marilith, to kill only a few score enemy, will sorely regret their decision. Unless there are at least a half a thousand enemy immediately visible to the demoness, it will immediately set itself to kill everyone in its presence, beginning with the summoner if possible.

See Bestiary