Kalesta, Demon, Marilith
CR 39 XP: 209,715,200Female marilith ranger 7
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +17; Senses darkvision 60 ft., true seeing; Perception +47
Aura unholy aura (DC 25)
AC 45, touch 30, flat-footed 28 (+4 deflection, +17 Dex, +15 natural, -1 size)
HP 440 (16d10+7d10+314); Fast Healing 23
Fort +41, Ref +45, Will +32
DR 15/adamantine; 10/cold iron and epic and good; Immune electricity, fire, and poison; SR 73; Resist acid 20 cold 10; Weaknesses Vulnerability To Cold,
Speed 120 ft.
Melee longsword +38/+33/+28/+23/+18 (2d6+21/17-20), longsword +34 (2d6+21/17-20), s dagger +38 (1d6+10/19-20), flame tongue +38 (2d6+10/19-20), hammer of thunderbolts +38 (4d8+10/x3), slam +38 (1d8+10), tail slap +38 (4d6+10) or s dagger +43 (1d6+21/19-20), flame tongue +43 (2d6+21/19-20), hammer of thunderbolts +43 (4d8+21/x3), slam +43 (1d8+21), tail slap +38 (4d6+10)
Ranged assassin's dagger (large/thrown) +66/+61/+56/+51 (1d6+48/19-20)
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%)
Spells Prepared (CL 7th)
1st-Entangle (DC 22)
Str 52, Dex 45, Con 44, Int 33, Wis 33, Cha 39
Base Atk +23; CMB +45 (+28 grapple); CMD 76 (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 +36, Appraise +20, Bluff +42, Climb +39, Craft (weapons) +20, Diplomacy +46, Disguise +23, Escape Artist +24, Fly +31, Heal +20, Intimidate +44, Knowledge (engineering) +27, Knowledge (gather information) +23, Linguistics +45, Perception +47, Sense Motive +39, Stealth +43, Survival +32, Swim +41, Use Magic Device +33
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Gear amulet of epic natural armor +6; helm of comprehend languages and read magic; assassin's dagger (large); flame tongue (large); greataxe (large); sun blade (short) (large); gloves of epic dexterity +10; hammer of thunderbolts; ring of meld into stone; ring of protection +8; celestial armor (large); belt of epic strength +8; cloak of displacement, major; outfit (entertainer's/large); ring of ironskin; longspear (epic might) (large); longsword (large); longsword (large)
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)
Treasure double (6 mwk longswords, other treasure)
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.
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.
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.
Darkvision (Ex) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fast Healing (Ex) You regain 23 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.
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.
Summon Demon (Ex) Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su) Mariliths continuously use this ability, as the spell (caster level 16th).
Vulnerability To Cold (Ex) You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
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.
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