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Tanar'ri Marilith, 4th-level Fighter/1st-level Chaos Monk, Official Graduate of ODMSoM Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 16d8+4d12+1d10+231 (417 HPs) Initiative: +9 Speed: 40 ft. (8 squares) Armor Class: 58 (-2 size, +7 Dex, +19 natural, +5 armor, +6 Defense Bonus, +4 deflection, +7 WIsdom, +2 Monk's AC Bonus), touch 34, flat-footed 51 Base Attack/Grapple: +22/+34 Attack: +1 greater magic weapon defending longsword of speed +64 melee (3d6+68/19-20) or slam +53 melee (2d6+53) or tail slap +53 melee (6d6+53) Full Attack: Primary +1 greater magic weapon defending longsword of speed +64/+59/+59/+59/+59 melee (3d6+68/19-20) and 5 +1 greater magic weapon defending longswords of speed +64 melee (3d6+68/19-20) and tail slap +51 melee (6d6+53); or 6 slams +53 melee (2d6+53) and tail slap +51 melee (6d6+53); or flailing strike; or decisive strike; or Greater Multiweapon Attack. Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 6d6+13, improved grab, spell-like abilities, summon demon, Smite Good, flailing strike, decisive strike Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to fire, acid, cold, petrification, electricity and poison, spell resistance 25, telepathy 100 ft., tongues, see in darkness, Aura of Legacy, Saves: Fort +32, Ref +23, Will +23 Abilities: Str 43(+13), Dex 25(+7), Con 33(+11), Int 18(+4), Wis 24(+7), Cha 24(+7) Skills: Persuasion +31, Use Magic Device 31, Perception +28, Stealth +31, Concentration +24, Spellcraft +31, Disguise +31, Knowledge(History) +28, Knowledge(Planes) +28, Knowledge(Tactics) +28, Knowledge(Arcana) +28, 362 Skill Points Feats: Weapon Focus Path(tail slap), Weapon Focus Path(slam), Weapon Focus[1st], Multiweapon Fighting[3rd], Weapon Specialization[4th], Combat Expertise[5th], Combat Reflexes[7th], Greater Weapon Focus[8th], Melee Weapon Mastery[9th], Multiweapon Rend[11th], Greater Weapon Specialization[12th], Improved Multiweapon Fighting[13th], Slashing Flurry[15th], Overwhelming Assault[16th], Improved Combat Expertise[17th], Multiattack[17th], Power Attack[19th], Dodge[19th], Greater Multiweapon Fighting[20th], Naturalized Denizen[20th], Improved Grapple[21st], Esoteric Weapon Training[21st], Epic Weapon Focus[21st], Epic Weapon Specialization[FLAW], Robilar's Gambit[FLAW] Challenge Rating: 28 Treasure: See possessions Alignment: Chaotic Evil
This tanar'ri marilith holds a longsword in each of its six hands with the tell-tale sign of thousands of years of mastery. Long hair, with bangles, and charms, the color of the setting sun falls down her back, a bright ted tunic, embued with leeching magic wrapped around her upper-body in tight bands.
The marilith is an unparralleled expert with its blades, and over the next few thousand years...
...it intends to become a true master.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
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.
The tanar'ri marilith wades into battle, trying to bring as many of its attacks to bear on as many opponents as possible.
Relying on its aura of legacy, and monk-derived defenses, its shirt of the leech, allows it to benefit from its enemies healing and provides extra protection in the way of powerful abjurations.
In the midst of combat, it lashes out with flailing strikes, never retreating and severely punishing anything that breaks its barrier. Its unique style forces others to think twice before attacking, while punishing those who approach, yet hesitate.
If denied its precious longsword, the tanari'ri marilith has no fear of going hand to...
...tail, looping and crushing its opponents in lethal grapples.
Yet even as its weapons are reduced, it will simply switch to two-handed strikes, thus dealing out more damage.
By dint of its helm, the tanar'ri marilith has speed to act first in combat, and protection from mental interference.
Smite Good (Su)
Once per day a tanar'ri can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
See in Darkness (Su)
A tanar'ri see perfectly in darkness of any kind, even that created by a deeper darkness spell.
A tanar'ri can speak with any creature that has a language, as though using a tongues spell (caster level 21). This ability is always active.
Aura of Legacy (Su)
Against attacks made or effects created by a tanar'ri's enemies, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 20 feet of the tanar'ri's. All enemies take a -2 penalty to all rolls, saves and checks within 20 ft of the tanar'ri. Otherwise, it functions as a unholy aura effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals tanar'ri's HD). This aura can be dispelled, but the tanar'ri can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an tanar'ri’s statistics block.)
A marilith deals 6d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 33 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d6 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.
At will—align weapon, blade barrier (DC 26), magic weapon, project image (DC 26), see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 28). Caster level 16th. The save DCs are Charisma-based.
Rolls a 1d4-1, and makes that number of extra attacks on a full-attack, with a -2 penalty to all.
Source: Dragon 355, Page 89
As a full-round action, make one attack with an unarmed strike or a special monk weapon, using your highest base attack bonus but taking a –2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. This is an extraordinary ability.
Source: PHB II
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.
Mariliths continuously use this ability, as the spell (caster level 16th).
Weapon Focus Path
Effects are multiplied by 5, for a net result of +20 to attack rolls, and +40 to damage rolls. Actual feats are multiplied by six, for a net result of +24 to attack rolls and +48 to damage rolls.
You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Melee Weapon Mastery
When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls.
Source: PHB II
If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 ˝ times your Strength modifier. You can only rend once per round, regardless of how many successful attacks you make.
When you use a standard action to attack with any slashing weapon, you can choose to make a second attack
with that weapon. You take a –5 penalty on the first attack, and a –10 penalty on the second.
When you use a full attack action with any slashing weapon, you gain one additional attack at your highest base
attack bonus. That attack and all other attacks you make in the current round take a –5 penalty.
Source: PHB II
As a free action, designate one specific foe as the target of this feat. If this foe begins his turn adjacent to you, ends his turn still adjacent to you, and does not attack you, target you with a spell, or use a special ability against you, you gain a +4 bonus on melee attack rolls against him on your next turn.
Source: PHB II
Improved Combat Expertise
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack roll and add to your AC can be any number that does not exceed your base attack bonus.
The creature’s secondary attacks with natural weapons take only a -2 penalty.
Without this feat, the creature’s secondary attacks with natural weapons take a -5 penalty.
+3 bonus on her melee damage rolls for every –2 penalty they take on their melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
You are never treated as an extraplanar creature (and you lose the extraplanar subtype). Thus, you can't be affected by a banishment or dismissal spell or similar effects that send extraplanar creatures back to their home planes.
Source: SRD: UA
Esoteric Weapon Training
You gain proficiency with this weapon, and it is considered a special monk weapon for you and may perform Flurry or Decisive Strikes with it.
At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents’ exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe’s attack.
Source: PHB II
You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Greater Multiweapon Fighting
In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty.
When damaged in combat you suffer a -2 on attack rolls, skill checks, saving throws and ability checks until you damage the foe that caused you harm. Doesn’t apply if you cannot discern the source of the damage. This penalty disappears after the combat ends. Source
If you move out of melee combat, for any reason, you suffer a -2 on al attack rolls, skill checks and saving throws for 1 hour. Source
Shirt of the Leech(continuous)
Whenever a healing spell of 4th level or lower is cast within 30 feet of you, you instantly recognize the spell being cast.
This is a continuous effect and requires no activation.
As an immediate action, you can activate a shirt of the leech to gain the effect of any healing spell cast within 30 feet of you,
instead of the spell affecting its intended target. If the spell would normally affect more than one creature, you choose which
target does not gain the effect. You must have line of sight to both the caster and the target to use this effect. This ability functions three times per day.
This ability is usable at-will, once per round.
Helm of Righteous War and Mental Fortitude
The helm of righteous war grants you a +2 insight bonus on initiative checks and Spot checks. This helmet protects the wearer against all mindaffecting spells and abilities as long as it is worn. She need not make any saving throws against these effects; they simply fail to affect her.
The bumpy, ridged surface of this platinum helm is disturbingly reminiscent of a brain. Small flakes of gold lie within some of the cracks, as if protecting the “brain” from intrusion.
When the wearer is subjected to a mind-affecting spell or ability, the helm glows with a dim, gray light.
This visible signal that a mind-affecting attack has been directed at the wearer is enough to make adventurers prize this ring.
Source: MIC & DMG II
Mariliths have a +8 racial bonus on Listen and Spot checks.
In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
Okay, so I've completed this monster...
The attack routines are pretty intimidating, and I'm still on the fence on whether or not multiple speed weapons allow for multiple attacks.
...nonetheless, I'm pretty happy with what I've got here.
Most of the marilith's treasure is too large for PC use. But not for sale. There actually may be too much for them to haul off in one trip. They'll have to prioritize. =D