This finely robed and nimble fiend has six colorful vipers in place of arms, and a long, forked tongue in its fanged mouth.
XP 4,800 DEFENSE
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural) OFFENSE
Speed 40 ft. Spells Known (CL 5th; concentration +9)
2nd (5/day)—invisibility, scorching ray STATISTICS
Str 14, Dex 21, Con 20, Int 11, Wis 13, Cha 18 SPECIAL ABILITIESConfusion (Su)A creature bitten by a marai's bite (from either its actual mouth or the snakes it has for hands) must succeed at a DC 19 Will save or become confused for 1 round. The save DC is Constitution-based. Energy Bolts (Ex)Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai's six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based.
SpellsA marai casts arcane spells as a 5th-level sorcerer. |