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Pathfinder Unchained / Simple Monster Creation / Monster Creation Examples / Monster Examples

Marilith General

Source Pathfinder Unchained pg. 251
A six-armed general of the abyssal hordes, the marilith is iconic for its overwhelming number of attacks. This marilith uses custom options to better reflect her skills as a general.
Array: As an abyssal general, the marilith uses the combatant array and has additional strong ability modifiers.
Creature Type: The marilith is an outsider, so she gains darkvision and a +2 bonus on attack rolls and Fortitude saves. She also gains the elective adjustment of spells, with a modified list.
Subtype: From the demon subtype, the marilith gains her immunities, resistances, summon ability, and telepathy. Her tactical nature gives her a wider-than-normal variety of allies she can call forth with her summon ability.
Size: The marilith’s Large size grants her –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD.
Spells: The marilith prefers to meet her enemies directly with her numerous blades, so her modified spell list is more about trickery, mobility, and battlefield control than about directly attacking her foes with magic.
Options: Normally, a CR 17 combatant has two combat options and one any option, but the marilith general is cunning and tactical. To better lead her forces in battle, in addition to critical striker and damage reduction, she gets the heroic recovery and inspire courage social options.
Skills: In order to keep her command post, a marilith general needs guile and social skills. Therefore, she has more master skills than normal, but trades away one good skill in the bargain.
Damage: The marilith’s multi-armed attacks make her damage complex to calculate. Doubling the damage for two natural attacks (50) gives her 100 points of damage. This is then increased by 50%—since her iterative attacks and tail are less likely to hit—for a total of 150. Dividing 150 by 10 attacks gets 15, which is 2d6+9 on Table 5-9. The tail slap is weaker, so it uses the low attack and damage values for secondary attacks in the three natural attacks column in the array. This reduces the marilith’s overall damage, but not enough to necessitate increasing the rest of her damage.

Marilith General   CR/HD 17

Init +5; Perception +29 (darkvision 60 ft., true seeing)
Size Large (10 ft.); Speed 40 ft.; Special Movement greater teleport (at will, self plus 50 lbs. of objects only)

Defenses

AC 34 (touch 20, flat-footed 25); Fort +20, Ref +18, Will +15; CMD 39 (43 vs. grapple, can’t be tripped); SR 28; Concentration +25
hp 297; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; unholy aura
Defensive Spell-Like Abilities at will—project image

Attacks

Melee +1 longsword (reach 10 ft.) +29/+24/+19/+14 (2d6+9/17–20), 5 +1 longswords (reach 10 ft.) +29 (2d6+9/17–20), tail slap +24 (2d6+3 plus improved combat maneuver [grapple])
Attack Spell-Like Abilities (DC 18 + spell’s level) 3/day—blade barrier; at will—telekinesis
Attack Options critical striker; CMB +31 (+35 grapple)

Statistics

Utility Spell-Like Abilities 3/day—fly
Utility Options heroic recovery, inspire courage, summon allies (marilith 20%, nalfeshnee 35%, or 1d4 hezrous 60%)
Str +8, Dex +5, Con +11, Int +5, Wis +5, Cha +8; Bluff +29, Diplomacy +29, Intimidate +29, Sense Motive +21, Use Magic Device +29; telepathy 100 ft.
XP 102,400; CE outsider (chaotic, demon, evil, extraplanar)