Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage [5] 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 16 BODY 12 12- 13 INT 3 12- PER Roll 12- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 18 PD 13 Total: 18 PD (10 rPD) 18 ED 14 Total: 18 ED (10 rED) 4 SPD 12 Phases: 3, 6, 9, 12 10 REC 2 80 END 20 40 STUN 1 Total Characteristics Cost: 164 Movement: Running: 7"/14" Flight: 6"/6" Leaping: 0" Swimming: 2"/4" Teleportation: 1 km/10,000 km Cost Powers & Skills 20 Summon Abyssal Darkness: Darkness to Sight Group 2" radius, END 2 40 Tail Choke: Energy Blast 3d6, No Normal Defense (Not needing to breathe or solid neck armor; +1), Does BODY (+1), Continuous (+1); No Range (-1/2), END 6 60 Shower of Sparks: Sight Group Flash 6d6, Area Of Effect (7" Cone; +1), END 6 15 Tail Lash: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2) 28 Rain of Blades: HKA 1d6+1 (2d6+1 w/STR), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1); OIF (-1/2), Number of Shots Depends on Weapons in Hand (-1/4) 105 Charm: Mind Control 12d6 (Humanoids class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2) 36 Levitate Object: Telekinesis (30 STR); Affects Whole Object (-1/4), END 4 3 Scaled Tail: Armor (2 PD/2 ED); Activation Roll 11- (-1) 15 Demonic Resistance: Physical Damage Reduction, Resistant, 50%; Only Vs Gas Attacks (-1) 30 Demonic Resistance: Energy Damage Reduction, Resistant, 50% 10 Demonic Hide: Damage Resistance (10 PD/10 ED) 6 Great Size: Knockback Resistance -3" 14 Strong Self-Will: Mental Defense (18 points total) 22 Become Etheral: Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), END 2 25 Plane Travel: Extra-Dimensional Movement (to the Planes of the Abyss) (Single Dimension, Any Location), END 2 7 Levitation: Flight 6"; Levitation (-1/2), No Noncombat Movement (-1/4), END 1 58 Instantaneous Movement: Teleportation 10", No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4); Must Teleport to Fixed Locations (-1/2), END 9 26 Cloud of Smoke: Change Environment 8" radius, -3 to Sight Group PER Rolls, END 3 17 See the Invisible: Detect Invisible Items and Beings A Class Of Things 14- (Unusual Group), Discriminatory, Range 6 Multiple Arms: Extra Limbs (4), Inherent (+1/4) 5 Tail: Extra Limb (1), Inherent (+1/4); Limited Manipulation (-1/4) 5 Heat Vision: Infrared Perception (Sight Group) 50 Demonic Vitality: Life Support: Total 120 Open Demonic Gate: Summon 1000-point creatures, Demons of the Abyss (+1/4), Friendly (+1/4); Activation Roll 11- (-1), Extra Time (Full Phase, -1/2), END 30 Talents 9 Ambidexterity (no Off Hand penalty) 26 Universal Translator 18- Skills 24 +3 with All Combat 12 Penalty Skill Levels: +8 OCV with Two Weapon Fighting 3 AK: Native Abyssal Plane 12- 5 Accurate Sprayfire 5 KS: Demons and Demonic Hierarchy 14- 5 KS: Sorcery and the Occult 14- 3 Persuasion 13- 3 Seduction 13- 5 Skipover Sprayfire 3 Tactics 12- 10 Two-Weapon Fighting (HTH) 2 WF: Common Melee Weapons Total Powers & Skill Cost: 848 Total Cost: 1012 75+ Disadvantages 5 Hunted: Demons of Lesser Rank 8- (Mo Pow, Watching) 15 Physical Limitation: Cannot Pass Specific Magical Circles And Barriers (Infrequently, Fully Impairing) 10 Physical Limitation: Enormous (25' Long, 1,600 lbs) (Frequently, Slightly Impairing) 5 Physical Limitation: Reduced Leap, cannot leap (Infrequently, Slightly Impairing) 15 Psychological Limitation: Repelled By Holy Artifacts And Objects (Uncommon, Total) 10 Psychological Limitation: Arrogance (Common, Moderate) 10 Psychological Limitation: Cruel and Domineering (Common, Moderate) 10 Reputation: Powerful and Cruel Demon of Rank, 8- (Extreme) 10 Rivalry: Professional (Demons of Equal or GreaterRank; Rival May Be More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Vulnerability: 2 x BODY Cold Iron (Uncommon) 10 Vulnerability: 2 x STUN Cold Iron (Uncommon) 827 Experience Points< Total Disadvantage Points: 1012
Ecology: As creatures of the Abyssal netherworld, these demons do not require normal human sustenance. They do not breed either, although some have been known to adopt more pleasing (human or humanoid) shapes in order to consort with mortals of their choosing. In general, they dwell in their great palaces in the depths of the Abyss, where they plot against one another and ruthlessly dominate demons of lesser power. If, at times, they do desire nourishment of some sort, it is usually via the sacrifice of powerful and capable warriors.
Personality/Motivation: Marilith are driven by a desire to corrupt new souls and draw them down into the Abyss. Thus, they are ready and willing to strike deals and pacts with mortals, provided that the mortals can offer sufficient incentives first. They will supply a mortal with wealth and power by drawing upon certain demonic resources. In exchange, they expect regular sacrifices and will gladly take the bargainer's soul if these offerings are not forthcoming.
Powers/Tactics: As a demon, the Marilith can call upon a whole host of infernal powers. For starters, these demons are well armed with an assortment of swords and axes, and will not hesitate to enter into close combat with a foe. They can release great sprays of sparks from their fingers—blinding foes, as well as breathing forth large clouds of dense smoke or summoning impenetrable globes of inky darkness. They will not hesitate to mentally dominate those they may wish to keep alive for some time, turning them into subservient—if unwilling, slaves. Their long snaky tails are lethal weapons in their own right and can be used to lash out at foes, as well as choke a victim into submission.
If attacked, the Marilith has many options as well. They are naturally resistant to magic, given their demonic heritage, and many spells will fail to affect them outright. Their unnatural bodies are highly resistant to most weapons and their minds easily resist many forms of mental combat. As with all demons, they are largely unaffected by fire and lightning and show a marked resistance to gases.
If hard pressed, a Marilith may gate in another demon, although they are loath to do so, as it is considered a sign of weakness. They also can transport themselves to the netherworlds easily and will not hesitate to do so if seriously threatened.
Appearance: A Marilith is a female demon of somewhat monstrous appearance. Its normal form is of the head and torso of a six-armed female human atop the body of a great snake. When standing "erect," the top of the demon's head is a full seven feet from the ground, while another 18 to 21 feet of snakelike lower body trails behind the creature. Skin color for the human body varies widely - from light pink to dark ebony. Hair color ranges between white, to golden blonde, to dark brown, to deep black. It should be noted skin and hair colors of the Marilith rarely follow any set patterns, unlike human females. In general, the Marilith do not wear upper body clothing, but will adorn themselves with various types of jewelry and precious gems. The lower snake body is usually covered in dark scales; often dark greens, browns or blacks,but some have brighter scale patterns. Many Mariliths have snake bodies that are patterned after the more venomous vipers of the surface world.
Designer's Notes: At 1012 points, this demon is a true nightmare. I tried to include all the powers given to demons in general (and the Type V in particular), but will admit to trimming away powers that I felt seemed a touch silly, nonsensical, or odd. I will also admit to not buying the demon in a very cost effective manner, although I do have to wonder if there is a better way to buy it. I presume a Power Framework of some sort, but I'm uncertain how to compose it (Would it be a Multipower? If so, which powers?). As it is, the demon has a huge list of powers and abilities and this version is actually a bit underpowered when compared to the actual Type V AD&D demon (I dropped the psionics for starters).
A few notes on the powers: the Characteristics (such as DEX & SPD) might be a bit low. The Summon power does not allow the Type V to summon itself. The AD&D version can't either (oddly enough), but it can summon demon lords (which are probably 2000-3000-point characters!). Game Masters should feel free to alter this Summon power to fit their campaign.
Scott C. Nolan comments:
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