Marilith
2024 SRD
Large Fiend (Demon), Chaotic Evil
Armor Class: 16
Hit Points: 220 (21d10 + 105)
Speed: 40 ft., Climb 40 ft.
STR
18
DEX
20
CON
20
INT
18
WIS
16
CHA
20
Saving Throws: STR, CON, WIS, CHA
Skills: Perception +8
Damage Immunities:Poison
Condition Immunities: poisoned
Senses: Truesight 120 ft.; Passive Perception 18
Languages: Abyssal; telepathy 120 ft.
Challenge: 16
Traits
- Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
- Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
- Reactive. The marilith can take one Reaction on every turn of combat.
Actions
- Multiattack. The marilith makes six Pact Blade attacks and uses Constrict.
- Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
- Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
- Teleport (Recharge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see.
- Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.