Running a marilith - strategy

It depends on how you want to rule the summoning circle. A circle is a two-dimensional shape and the marilith is a three-dimensional creature. Is there any reason that she couldn't go up or down?

Since she's trapped inside the circle, that implies that she herself was summoned. If that's not true, perhaps she should summon some help?

Otherwise, I agree with the blade barrier and telekinesis approach.

Yes, the marilith was summoned...
 

log in or register to remove this ad

Unless she is in a good mood or trying to hide, yes, she has Unholy aura up.

She does not fly, as such she will limit he presence where flying foes have the advantage over her.20' ceilings will be the magic hight she will seek out

Light sources, if the party uses them, she takes advantage of that light. Her TK has over 1000' range and she can drop blade barrier spells at 260' range.

Spamming blade barrier should work well. But to do so you need to already have decided how you place wall spells in your game, which has some rules questions involved. Also do note the faq had something to say about the blade barrier spell.

Project image should be given a read over to learn it's uses and limitations. It should be useful for tricking players into false targeting and for fooling them into blade barriers.

I should also say the marilith is in a heavily overgrown/forested type of area as well.
 

One consideration is that with all those weapons, the marilith should be able to easily disarm any ordinary foe. Even if it all it succeeds in doing is disarming itself, it still has six slam attacks. But basically, six at +25 plus iterative attacks is plenty to make sure that +1 holy longsword gets disarmed early in the fight. If the weapon is not immediately retrieved, put it on the wrong side of a blade barrier.

Grapple spellcasters and squeeze them like grapes.

If, on the other hand, the party avoids melee range, blade barrier + telekinesis = wood chipper effect.
 

One consideration is that with all those weapons, the marilith should be able to easily disarm any ordinary foe. Even if it all it succeeds in doing is disarming itself, it still has six slam attacks. But basically, six at +25 plus iterative attacks is plenty to make sure that +1 holy longsword gets disarmed early in the fight. If the weapon is not immediately retrieved, put it on the wrong side of a blade barrier.

Grapple spellcasters and squeeze them like grapes.

If, on the other hand, the party avoids melee range, blade barrier + telekinesis = wood chipper effect.

Is that a legit manuever for a marilith? Say, use its primary longsword for its 4 attacks, and then use its other 5 arms to attempt to disarm the 3 or 4 PCs and NPCs that are attempting melee with it? And, I believe the marilith only gets repeat attacks with its primary longsword, while the other 5 arms only get 1 attack. Please correct me if I'm wrong.
 

Oh, yes it's totally legit, and part of why they're quite deadly when played per the rules, even if they're not exploiting the rules to the utmost.

Nope - normal two/multiple weapon fighting rules apply, and that means a stock Marilith only has one extra attack per arm utilized in a full attack; however, a non-stock marilith could well have a feat or two beyond the beginning of the Multi-weapon fighting chain, which would give it additional attacks.
 

Oh, yes it's totally legit, and part of why they're quite deadly when played per the rules, even if they're not exploiting the rules to the utmost.

Nope - normal two/multiple weapon fighting rules apply, and that means a stock Marilith only has one extra attack per arm utilized in a full attack; however, a non-stock marilith could well have a feat or two beyond the beginning of the Multi-weapon fighting chain, which would give it additional attacks.

Thanks - Improved Multi-weapon Fighting is pretty deadly for a marilith... as she would go from 4 attacks with her primary sword and 5 attacks with her off-handed swords to 4+10. Even if she hits with "only" half those attacks, it is still 7 hits for 2d6+9 on two hits and 2d6+4 on five hits, for an average amount of damage of 87!

Give her Multi-weapon Rend and that would be even more damage, another 2d6+4, or 98 total.
 

Thanks - Improved Multi-weapon Fighting is pretty deadly for a marilith... as she would go from 4 attacks with her primary sword and 5 attacks with her off-handed swords to 4+10. Even if she hits with "only" half those attacks, it is still 7 hits for 2d6+9 on two hits and 2d6+4 on five hits, for an average amount of damage of 87!

Give her Multi-weapon Rend and that would be even more damage, another 2d6+4, or 98 total.

and, if the party is level 13 like you say and it's doing 100 points of damage per round, it is basically taking out a level 13 rogue, cleric, wizard/sorcerer per round, unless it is a dwarven cleric with a high con.

to paraphrase Monty Burns, "Excellent. Smithers, release the marilith!"
 

High level chars

I introduced a Marilith into one of my campaigns and things didn't turn out so well.

The players launched a sacrificial lamb (a dire tiger enlarged) at the thing, which didn't last long at all. Then the players ran away like they'd seen a demon...

But an easy solution for beating it is; wall it in and fill the area with water. Any decent cleric or druid can do this. It's all a matter of timing. Unless the spells are directly countered, they cannot be dispelled once in existence.

A blade barrier or similar inside the 'tomb' can also speed things along if they're worried about the beast getting out.

Another option is to have your cleric hide in the walls (meld into stone) and cast spells from within it. Some spells do not require a line of sight, so other spells such as Holy Word will work. Of course, your Marilith does have a high spell resistance.

But unless your characters are very high in level and have some great armour, then any direct confrontation is likely to end badly.
 

The water idea might work if the area was more limited, but I'm not sure they can "conjure" up something that can contain that much water. If the circle she is in has a 70 foot radius, that means it has a circumference = 70*2*pi, or about 420 feet.

I would think the party cleric would tend to hang back while the melee types engage. The psion has several ranged touch spells that ignore spell resistance as well, and the marilith does not have a great touch AC (what does?)
 

The water idea might work if the area was more limited, but I'm not sure they can "conjure" up something that can contain that much water. If the circle she is in has a 70 foot radius, that means it has a circumference = 70*2*pi, or about 420 feet.
Repeated castings of Wall of Stone. Cleric-9 can pull it off, eventually (takes a LONG time, though - do you have any idea how many Create Water spells you'll need?)
I would think the party cleric would tend to hang back while the melee types engage. The psion has several ranged touch spells that ignore spell resistance as well, and the marilith does not have a great touch AC (what does?)
The gestalt Sorcerer//Monk/Paladin (or Gestalt Sorcerer//Monk/Hexblade), who took Ascetic Mage (there's a couple others, but those are my two favorites for good Gestalt campaigns and non-good Gestalt campaigns).
 

Remove ads

Top