Init: +4. Senses: darkvision 60 ft., true seeing; Perception +31. Aura: unholy aura (DC 25). Ac: 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, -1 size).
Hp: 264 (16d10+176).
Fortitude: +25. Reflex: +18. Will: +13. Dr: 10/cold iron and good. Resist: acid 10, cold 10, fire 10. Immune: electricity and poison. Sr: 28.
Speed: 40 ft.. Melee: +1 longsword +24/+19/+14/+9 (2d6+8/17-20), 5 +1 longswords +24 (2d6+4/17-20), tail slap +17 (2d6+3 plus grab) or 6 slams +22 (1d8+7), tail slap +17 (2d6+3 plus grab). Space: 10 ft.. Reach: 10 ft.. Special Attacks: constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery. Strength: 25. Dexterity: 19. Constitution: 32. Intelligence: 18. Wisdom: 18. Charisma: 25.
Base Attack: +16. Cmb: +24 (+28 grapple). Cmd: 42 (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 +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26. Racial Modifiers: +8 Perception.
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft..
Environment: any (Abyss). Organization: solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus). Treasure: double (6 mwk longswords, other treasure).
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%)
Description: This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
Special Abilities
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. 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). A marilith never takes penalties to her attack roll when fighting with multiple weapons.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.