KING
Marilith

Marilith

Fiend · Crown of Wrath

T4d10Major

Six-armed naga demons, mariliths sword-dance, serpents coiling strategies.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind20+5d10
Sense20+5d10
Heart14+2d4
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Demon Ichor

Resistant to cold, fire, and lightning damage; immune to poison damage. Advantage on saves against spells.

Maneuvers

Maneuver

Tail Coil

One creature within reach makes a Body save (DC 17) or is grabbed in the serpent coils, taking 1 Vigor damage at the start of each of its turns until it escapes.

Maneuver

Teleport

The marilith vanishes in a curl of sulfur and reappears up to 120 ft away, dragging along any creature it has grabbed.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Blade Dance

Telegraph · disrupt d6 · Body save

Six swords spin into a wheel of steel. Each creature within 10 ft makes a Body save (DC 17): on a failure it takes 4 damage, on a success 1 Vigor damage.

Reactions

Reaction

Parry

When a melee attack would hit, a free sword turns it aside: +5 AC against that attack. Its six arms let it parry once per turn rather than once per round.

Tactics

GM tactics

Generals of demon armies. Master strategists. Six-sword attacks devastate single targets.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.