Marilith Monk of Doom
Obah-Blessed (+4 arms) multiheaded (+10 heads) Marilith monk 11/kensai 5
LE Large (chaotic, extraplanar, evil, tanar'ri)
darkvision 90 ft., true seeing; Listen +81, Spot +81
Abyssal, Celestial, Common, Draconic, Infernal
64 (-2 size, +12 Dex, +8 Wis, +5 deflection, +2 monk, +29 natural), touch 32, flat-footed 52
1764 (58 HD); DR 10/cold iron and good or 21/-
disease, electricity and poison;
acid 10, cold 10, fire 10
+2 against enchantments; improved evasion, withstand
70 ft. (14 squares)
10 unarmed strikes +76/+76/+76/+76/+71/+66/+61 (9d8+29/19-20 plus 2 Con) and 11 bites +75 each (1d6+17)
Space 15 ft.; Reach 15 ft.
wholeness of body (22 hp/day), power surge
At will- align weapon, blade barrier (DC 27), magic weapon, project image (DC 27), polymorph, see invisibility, telekinesis (DC 26), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 29).
1/day- summon tanaríri (MM 45)
Maneuvers and Stances Known (IL 28th):
Stances- fiery assault (1st), martial spirit (1st)
Boosts- burning blade (1st), inferno blade (7th)
Counter- shield block (2nd)
Disciplines- Desert Wind, Devoted Mind
Str 59, Dex 34, Con 62, Int 18, Wis 26, Cha 32
constrict 4d8+36, improved grab, ki projection (bonus not included), ki strike (lawful, magic), permanent spells, signature weapon (+1 speed wounding unarmed strike, x6), slow fall 50 ft., superior multiweapon fighting
Combat Expertise, Combat Reflexes, Damage Reduction (x7), Deflect Arrows, Improved Critical (unarmed strike), Improved GrappleB, Improved Initiative, Improved Natural Attack (unarmed strike), Improved Trip, Improved Unarmed Strike, Keen Strike, Martial Stance (fiery assault), Martial Stance (martial spirit), Martial Study (burning blade), Martial Study (inferno blade), Martial Study (shield block), Multiweapon Fighting, Power Attack, Superior Unarmed Strike, Vorpal Strike, Weapon Focus (unarmed strike)
Bluff +56, Concentration +71, Diplomacy +62, Disguise +11 (+13 acting), Hide +49, Intimidate +58, Knowledge (arcana) +33, Knowledge (nobility) +34, Knowledge (religion) +33, Knowledge (the planes) +24, Listen +81, Move Silently +57, Ride +17, Search +69, Sense Motive +53, Spellcraft +51 (+53 scrolls, Spot +81, Survival +8 (+10 following tracks), Use Magic Device +56 (+58 scrolls)
Possessions amulet of health +6, belt of giant strength +6, bracers of armor +8, cloak of resistance +5, gauntlets of dexterity +6, headband of wisdom +6 (as periapt), Monkís Vest (as belt), ring of protection +5.
Constrict (Ex): The marilith deals 4d8+36 points of damage with a successful grapple check. The constricted creature must make a DC 55 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Permanent Spells: The marilith has greater magic fang (CL 39th) functioning on each of its hands and heads.
Superior Multiweapon Fighting (Ex): Because each head controls one arm, a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand (note that this applies to unarmed strikes, as well, because such weapons are treated as weapons or natural attacks, whenever it is more advantageous).
Withstand (Ex): When the marilith is forced to make a Reflex save to avoid damage from an area effect spell (such as fireball), it can make a Concentration check instead of a Reflex save to resist taking full damage. The benefits of improved evasion apply on this Concentration check as well.