TEXT:  
   
   
   
   
   
   
   
   
   
  PUBLISHER: James Mishler 
  AUTHORS: James Mishler and Jodi Moran-Mishler 
  ART: Jacob E. Blackmon 
   
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  Marilith-Kin Racial Class © 2019 James Mishler. All Rights Reserved. 
   
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  MARILITH-KIN RACIAL CLASS 
  Requirements: INT 9, CHA 9 
  Prime Requisite: STR and DEX 
  Hit Die Type: d8 (d8 Advanced Option Hit Dice) 
  Maximum Level: 8 
  Fight As: Fighter 
  Save As: Fighter 
   
  Marilith-kin are among the most powerful of the demon-kin 
  races, the greatest of their people ranked with the generals 
  and leaders of the armies of Evil Chaos. Unlike most other 
  demons and demon-kin, they are far more apt to submit to 
  leadership (at least, in military and combat situations), 
  operate effectively in a hierarchy, and run orderly armies, 
  battalions, companies, and squads of demon-kin. Where other 
  demons use brute strength and fiendish rage, marilith-kin 
  train extensively in the use of weapons and battle tactics. 
  Marilith-kin are the metaphysical demonic archetype of 
  strategy and tactics rendered in physical form. 
   
  Marilith-kin begin their lives in a very human-like form, with 
  two legs and two arms. Contrary to popular belief there are 
  both male and female marilith-kin (their society is, however, 
  matriarchal, so it is mostly high-ranking female marilith-kin 
  who are chosen by the Demon-Gods for ascension to full 
  demon status). Marilith-kin are tall, standing 6’ + 4d6” in 
  height; build is usually athletic, wiry, voluptuous, or muscular. 
  Skin originally ranges from ivory white to ebon black, the 
  typical being alabaster to deep tan. Once a marilith-kin attains 
  her serpentine form, her skin changes, and becomes scaly; 
  sometimes just on the legs, other times further up along the 
  body, only rarely covering the entire flesh of the body. Often 
  the underbelly is of a different color than the sides and back; 
  sometimes the scale color exhibits a diamond shape, other 
  times rosettes; the full range of snake patterns are possible. 
  Some marilith-kin have rattles on the ends of their tail.  
   
  The abilities, color, patterns, and shapes of the serpent-form 
  are set for life when a marilith-kin first manifests her serpent 
  form. Hair and eyes can be of literally of any color, including 
  those not normally seen in humans; colors such as pink, green, 
  or blue are not uncommon. Hair ranges from long and straight 
  to short and kinky; some marilith-kin lose all their hair after 
  they first manifest their serpent form. Eyes are usually human, 
  though sometimes are snake-like, especially after first 
  manifesting. Some marilith-kin have horns; others do not. 
   
  Marilith-kin speak Common and Demonic. 
   
  Armored Skin. Marilith-kin generally wear only partial suits 
  of armor, if any, as it can restrict their ability to use their 
  multiple arms and manifest their serpent tail. As a marilith-kin 
  advances in power, her natural armor improves dramatically. 
  Marilith-kin natural armor is modified by Dexterity. 
   
  Creatures of Infernal Darkness. Marilith-kin have 90’ 
  infravision and can see through magical darkness of 10’ + 5’ 
  for every two levels (round up). They count as demons for 
  magical purposes and are susceptible to holy water. 
   
  Creatures of Magic. Marilith-kin may use any magic items, 
  regardless of class limitations (though they can use magic-
  user/elf scrolls only if they have the read magic power). 
   
  Movement. Marilith-kin base movement is 120’ (40’). 
   
  Multi-Armed Warriors. Marilith-kin begin life with only two 
  arms; at 3rd level they gain a second pair of arms, and at 6th 
  level they gain a third pair of arms. Unarmed marilith-kin can 
  attack with their claws, one attack each claw per round, each 
  attack dealing 1d3 points of damage modified by Strength. 
  Marilith-kin can wield a weapon in each hand and make an 
  attack with each in the same round without penalty. Marilith-
  kin may split their attacks as they see fit; a marilith-kin with 
  six arms might fight in melee with three arms, throw a weapon 
  with another arm, and use a missile weapon with two arms. 
   
  Natural Magicians. As marilith-kin grow in power, they gain 
  more magical powers of enchantment, charm, and sorcery. 
  These are not magical spells; instead, they are spell-like 
  abilities. Marilith-kin do not keep or need spell books, nor do 
  they pray for or otherwise memorize spells. Every level a 
  marilith-kin gains a new power, roll randomly on the 
  appropriate marilith-kin power level table. Each power the 
  marilith-kin knows can be used once per day; used abilities are 
  regained after eight hours of rest and an hour of meditation. 
   
  Note: If a marilith-kin rolls the same ability twice, this means 
  she can use that ability twice in one day (or if rolled three 
  times, thrice in a day). 
   
  Note: If you use failure chance and bonus spells for clerics 
  based on Wisdom in advanced edition play, you might also 
  wish to use failure chance and bonus powers for marilith-kin 
  based on Charisma. Simply use the marilith-kin’s Charisma 
  score instead of their Wisdom score when consulting Wisdom 
  Table II. 
   
  Serpent Form: Marilith-kin first manifest their serpent form 
  at 4th level. In this form the marilith appears as a “snake-
  centaur,” with the torso and upper body of their humanoid 
  form and a 20’ long serpent tail growing out from the base of 
  the torso. At this point the marilith-kin’s humanoid form may 
  change to be more like that of a serpent – her skin might 
  become scaly, eyes become like that of a snake, skin and hair 
  turn green, snakes for hair, and so forth (this is up to the 
  player). 
   
  The marilith-kin may manifest her serpent-form once per day 
  per level, retaining the form for up to one turn per level per 
  manifestation. 
  
  Roll to determine the marilith-kin’s snake form (d20): 
   
  1-15) Python. Gain constriction attack, deals 2d4 points of 
  damage, automatic each subsequent round, and renders 
  victim unable to otherwise act until they escape (make a 
  successful roll to hit against the marilith-kin, deals no 
  damage, breaks the constriction). Constriction attack is in 
  addition to normal weapon or claw attacks. 
  16-17) Rattler. Gain a poisonous bite attack. Bite deals 1d3 
  points of damage, victim must save versus Poison or die in 
  1d6 turns. Also gain a rattle; may rattle once per battle, all 
  enemies within 60’ must make a saving throw versus 
  Spells, failure indicates they suffer a -1 penalty to hit and 
  to saving throws for one turn. 
  18) Pit Viper. Gain a poisonous bite attack. Bite deals 1d3 
  points of damage, victim must save versus Poison or die in 
  one turn. Also gains a +3 bonus to initiative. 
  19) Sea Snake. Gain a poisonous bite attack. Bite deals 1d3 
  points of damage, victim must save versus Poison or die in 
  1d4+2 turns. The poison is very potent, and the spell 
  neutralize poison is ineffective 25% of the time. Bite attack 
  takes the place of two other attacks by weapon or claw. 
  20) Spitting Cobra. Gain a poisonous bite attack. Bite deals 
  1d3 points of damage, victim must save versus Poison or 
  die in 1d10 turns. Also gain the ability to spit poison at a 
  target up to 30’ away. A victim is entitled to a saving throw 
  versus Poison, and failure indicates the opponent is 
  blinded until the application of a cure blindness spell. 
   
  Note: Each bite attack takes the place of two other attacks by 
  weapon or claw. Only the Rattler may bite twice in a round, 
  forgoing four weapon or claw attack. 
   
  Marilith-Kin Table I: Level Progression 
  Experience 
  Level 
  Hit Dice (d8) 
  0 
  1 
  1 
  4,666 
  2 
  2 
  8,666 
  3 
  3 
  16,666 
  4 
  4 
  32,666 
  5 
  5 
  64,666 
  6 
  6 
  128.666 
  7 
  7 
  256,666 
  8 
  8 
   
  Marilith-Kin Table II: Armor and Powers Progression 
   
   
  Marilith-Kin Powers 
  Level 
  AC 
  1 
  2 
  3 
  4 
  1 
  7 
  1 
  – 
  – 
  – 
  2 
  6 
  2 
  – 
  – 
  – 
  3 
  5 
  2 
  1 
  – 
  – 
  4 
  4 
  2 
  2 
  – 
  – 
  5 
  2 
  2 
  2 
  1 
  – 
  6 
  1 
  2 
  2 
  2 
  – 
  7 
  -1 
  2 
  2 
  2 
  1 
  8 
  -2 
  2 
  2 
  2 
  2 
   
  MARILITH-KIN POWERS 
   
  LEVEL 1 (d8) 
  1. Cause Fear (C1) 
  2. Charm Person (M1) 
  3. Detect Magic (M1) 
  4. Darkness (C1) 
  5. Hypnotism (I1) 
  6. Read Languages (M1) 
  7. Read Magic (M1) 
  8. Manipulate Fire (M1) 
   
  LEVEL 2 (d8) 
  1. Detect Invisible (M2) 
  2. ESP (M2) 
  3. Knock (M2) 
  4. Levitate (M2) 
  5. Pyrotechnics (M2) 
  6. Scare (M2) 
  7. Snake Charm (C2) 
  8. Snake Swarm (as C3 Insect Swarm, but snakes!) 
   
  LEVEL 3 (d8) 
  1. Bestow Curse (C3) 
  2. Continual Darkness (C3) 
  3. Dispel Magic (C3) 
  4. Fear (I3) 
  5. Fly (M3) 
  6. Protection from Normal Missiles (M3) 
  7. Sticks to Snakes (C4) 
  8. Suggestion (M3) 
   
  LEVEL 4 (d8) 
  1. Contact Other Plane (M5) 
  2. Globe of Invulnerability, Lesser (M4) 
  3. Magic Jar (M4) 
  4. Polymorph Others (M4) 
  5. Polymorph Self (M4) 
  6. Project Image (I5) 
  7. Protection from Normal Weapons (New) 
  8. Telekinesis (M5) 
   
  Protection from Normal Weapons 
  Level: 4 
  Duration: 12 turns 
  Range: Touch 
   
  While under the effects of this spell, the caster or subject is 
  completely unharmed by non-magical melee, missile, or 
  thrown weapons (including natural attacks). Only the subject 
  receives this protection, and it does not extend to attacks or 
  weapons such as those that giant- or dragon-sized creatures 
  employ, or magical weapons of any kind. The natural attacks 
  of creatures who are themselves immune to non-magical 
  weapons are counted as magical attacks and are not affected 
  by this spell. 
  
  OGL 
   
   
   
   
   
   
   
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