Demon, Marilith
System: Pathfinder | SRD
Demon, Marilith
CR 17
CE
Outsider (chaotic, demon, evil, extraplanar)
Large
Init +4
;
Senses darkvision 60 ft., true seeing; Perception +31
Defense
AC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size)
hp 264 (16d10+176)
Fort +25
Ref +18
Will +13
DR 10/cold iron and good
Immune electricity and poison
Resist acid 10, cold 10, fire 10
SR 28
Offense
Speed 40 ft.
Melee +1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +19 (2d6+3 plus grab) or 6 slams +22 (1d8+7), tail slap +19 (2d6+3 plus grab)
Space 10 ft.
;
Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Aura unholy aura (DC 25)
CMB +24 (+28 grapple)
CMD 42 (can't be tripped)
Statistics
Str 25,
Dex 19,
Con 32,
Int 18,
Wis 18,
Cha 25
Base Atk +16
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Special Abilities
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.
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.