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Marilith

Marilith

Large fiend (demon), chaotic evil

Armor Class 18 (natural armor)

Hit Points 189 (18d10+90)

Speed 40ft.

STRDEXCONINTWISCHA
18 (+4)20 (+5)20 (+5)18 (+4)16 (+3)20 (+5)

Saving Throws Str +9, Con +10, Wis +8, Cha +10

Damage Resistances

Damage Immunities poison

Condition Immunities poisoned

Senses truesight 120ft., passive Perception 13

Languages Abyssal, telepathy 120ft.

Challenge 16 (15,000 XP)

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 7 attacks: 6 with its longswords and 1 with its tail.

Longsword

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

Tail

Melee Weapon Attack: +9 to hit, reach 10ft., 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 120ft to an unoccupied space it can see.

Reactions

Parry

The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

  • name Marilith
  • type fiend
  • kind demon
  • ac 18
  • hp 189 (18d10+90)
  • size large
  • alignment chaotic evil
  • abilities
      • name STR
      • value 18
      • name DEX
      • value 20
      • name CON
      • value 20
      • name INT
      • value 18
      • name WIS
      • value 16
      • name CHA
      • value 20
  • speed 40ft
  • cr 16