Half-Marilith (5e Race)
From D&D Wiki
|“||She loved nothing, but witnessing the chaos and blood-shed that resulted from her well-devised tactics. That is, until that marilith saw the brave and bloodthirsty barbarian human that sought only war. They came for battle, but ended in copulation.||”|
A half-marilith looks mostly like their demonic parent in that they have a human-like torso with extra arms and a serpent bottom instead of legs. The difference is that instead of six arms they only have a total of four. While they are large like a marilith, they are a bit smaller than a full blood marilith.
Most half-mariliths are born from a marilith mother that gave birth back in the abyssal plane. There, the half-marilith will likely embrace a chaotic nature due to the unacceptance from humans and other humanoid mortals.
While military tactics remain as a favorite of these creatures, half-mariliths embrace more of the intellectual aspects as opposed to the chaotic bloodshed. This is largely due to a lack of strength when compared to regular mariliths. Half-mariliths will try to dominate when they can, however this race will keep close watch on other fiendish ‘allies’ that may attempt to overthrow them. In cases like this, half-mariliths will logically calculate and attempt the best outcome to keep them alive, even if it allows the stronger foe to take over or for the half-marilith to leave all together.
Half-mariliths will receive a name relevant to their mother’s society since the parents are unlikely to stay together.
Male: Zornaun (Abyssal), Kouthgor (Abyssal), Leies (Common), Somer (Common)
Female: Karanda (Abyssal), Hershrell (Abyssal), Raina (Common), Teite (Common)
Ability Score Increase. Your Intelligence score increases by 2, your Strength score increases by 1, and one other ability score of your choice increases by 1.
Age. Half-mariliths reach maturity at 16 and live to be 400 or so.
Alignment. Half-mariliths tend to lean towards Chaotic alignments due to both their marilith heritage and shunning from mortal societies.
Size. Your size is Large.
Speed. Your base walking speed is 25 feet.
Multiattack. A half-marilith can make 3 attacks using their arms, weapons and/or tail. A melee attack using the tail will deal 1d10 bludgeoning damage and may result in the target becoming grappled (escape DC 17). When the target is grappled, the target cannot make attacks and is instantly hit by the half-marilith in future attacks.
Savage Attacker. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Poison Resistance. You have resistance to poison.
Strong Advantage. Your marilith heritage makes you stronger than most other humanoids. You gain advantage on Strength checks.
Feindish resilience. Your minimum AC is 16.
Languages. Half-mariliths can speak Common and Abyssal.
Random Height and Weight
|7′ 5″||+1d8||500 lb.||× (1d4) lb.|
*Height = base height + height modifier