LE Medium outsider (native, rakshasa, shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +10
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 94 (9d10+45)
Fort +8, Ref +11, Will +9
DR 10/good and piercing; SR 23
Speed 40 ft.
Melee 7 bites +14 (1d4+2 plus confusion)
Ranged 6 energy bolts +14 touch (1d8 plus special)
Special Attacks detect thoughts (DC 18), energy bolts
Spells Known (CL 5th; concentration +9)
2nd (5/day)—invisibility, scorching ray
1st (7/day)—charm person (DC 15), jump, mage armor, magic missile
0 (at will)—bleed (DC 14), detect magic, ghost sound (DC 14), mage hand, open/close, read magic
Str 14, Dex 21, Con 20, Int 11, Wis 13, Cha 18
Base Atk +9; CMB +11; CMD 27
Feats Dodge, Iron Will, Silent Spell, Still Spell, Weapon Finesse
Skills Acrobatics +14 (+18 when jumping), Bluff +20, Climb +7, Disguise +16, Knowledge (arcana) +8, Perception +10, Sense Motive +12, Spellcraft +8; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ change shape (any humanoid; alter self )
A creature bitten by a marai's bite (from either its actual mouth or the snakes it has for hands) must succeed at a DC 19 Will save or become confused for 1 round. The save DC is Constitution-based.
Energy Bolts (Ex)
Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai's six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based.
- Amethyst Viper: Cold damage plus sickened for 1d4 rounds.
- Crimson Viper: Fire damage plus burn (1d4, DC 19).
- Emerald Viper: Acid damage plus nauseated for 1 round.
- Magenta Viper: Electricity damage plus staggered for 1 round.
- Turquoise Viper: Sonic damage plus stunned for 1 round.
- Violet Viper: Force damage plus knocked prone.
A marai casts arcane spells as a 5th-level sorcerer.