Marilith
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Basic
Size: Large
Type: fiend
Alignment: chaotic evil
Health
Hit Points: 189
Hit Dice: 18d10
HP Roll: 18d10+90
Armor
Type: natural
Value: 18
Movement
Walk: 40 ft.
Fly: None
Swim: None
Ability Scores
Strength: 18
Dexterity: 20
Constitution: 20
Intelligence: 18
Wisdom: 16
Charisma: 20
Proficiencies
- Saving Throw: STR: +9
- Saving Throw: CON: +10
- Saving Throw: WIS: +8
- Saving Throw: CHA: +10
Senses
- truesight: 120 ft.
- passive_perception: 13
Damage Vulnerabilities
None
Damage Resistances
- cold
- fire
- lightning
- bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
- poison
Condition Immunities
- Poisoned
Special Abilities
- 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 combat.
Actions
- Multiattack: The marilith can make 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.
Legendary Actions
NoneOther Information
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 16
Proficiency Bonus: 5
XP: 15000