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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 20 | +5 | d10 |
| Sense | 20 | +5 | d10 |
| Heart | 14 | +2 | d4 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
Demon Ichor
Resistant to cold, fire, and lightning damage; immune to poison damage. Advantage on saves against spells.
Maneuvers
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.
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.
Blade Dance
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
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.