Planescape Monstrous Supplement


Tanar’ri, True – Marilith

Size / Type

Large Outsider (Chaotic, Evil)

Hit Dice

12d8+60 (114)

Initiative

+6 (+2 Dex, +4 Feat)

Speed

40ft.

Armor Class

29 (-1 Size, +2 Dex, +18 Natural)

Attacks

By weapon +16/+11/+6, 5 by weapons +16, Tail +14

Damage

By weapon +5, Tail 4d6+2 and constriction

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Improved grab, constriction, spells, gate

Sp. Qualities

Immunities, improved uncanny dodge, SR25, DR 15 / [+2 and (lawful or silver)], tanar’ri, outsider

Saves

Fort +13

Ref +10

Will +12

Abilities

Str 21

Dex 15

Con 21

Int 18

Wis 18

Cha 16

Skills

Bluff +17, Concentration +18, Hide +13, Listen +19, Move Silently +15, Search +17, Sense Motive +18, Spellcraft +14, Spot +19

Feats

Improved Initiative, Multiattack, Multiweapon Fighting, Cleave

 

Climate

Abyss

Organization

Solitary or pair

Rating (CR)

18

Treasure

Standard, plus 1d6 magical weapons

Alignment

Always Chaotic Evil

Advancement

13 – 16 HD (Large), 17 – 36 HD (Huge)

 

 

· Improved Grab (Ex): If the marilith hits a medium-size or smaller creature with its tail attack it can use this ability. If succeeds, it can constrict.

· Constriction (Ex): A marilith deals 4d6+7 points of damage with a successful grapple check against medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC21) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.

· Spell-like Abilities: At will – Animate Dead, Cause Serious Wounds, Cloudkill, Comprehend Languages, Bane, Detect Good, Detect Magic, See Invisibility, Polymorph Self (7/day), Project Image, Pyrotechnics, and Telekinesis.

· Gate: Once per hour, with a 35% chance of success they can try to gate in 2-20 least tanar’ri, 1-6 lesser tanar’ri, 1-4 greater tanar’ri, or 1 true tanar’ri.

· Immunities: Immune to illusions of all kind and mind-affecting spells or effects.

· Tanar’ri Traits:

 

· Spell-like abilities: At will – Darkness, Darkvision, and Greater Teleport.

· Resistances: Cold, fire and gas resistance 20.

· Immunities: Electricity, normal fire, and poison.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

1