CE Large outsider (chaotic, demon, evil, extraplanar)
Senses darkvision 60 ft., trueseeing; 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)
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
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
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%)
Str 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Base Atk +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.
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.