Marilith

Large fiend, chaotic evil

Challenge:

16 /

XP:

15000

Armor Class:

18 (Natural Armor)

Hit Points:

189 (18d10 + 90)

Speed:

40
StrDexConIntWisCha
+18+20+20+18+16+20

Saving Throws:

Str: 9, Con: 10, Wis: 8, Cha: 10

Senses:

Truesight 120 ft., Passive Perception 13

Languages:

Abyssal, Telepathy 120 ft.

Damage Immunities:

Poison

Condition Immunities:

Poisoned

Traits

Magic Resistance

The marilith has advantage on saving throws against spells and other magical effects.

Magic Weapons

The marilith's weapon attacks are magical.

Reactive

The marilith can take one reaction on every turn in a combat.

Actions

Multiattack

The marilith makes seven attacks: six with its longswords and one with its tail.

Longsword

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

Teleport

The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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