THE SHARED REFERENCE Adventurer

Monster

Marilith

Official reference · MM · 2014

Creature type
Fiend
Size
Large
Armor class
18 (natural armor)
Hit points
189 (18d10 + 90)
Speed
Walk 40 ft.
Challenge rating
16
Alignment
Chaotic Evil
Strength
18
Dexterity
20
Constitution
20
Intelligence
18
Wisdom
16
Charisma
20
Passive Perception
13
Saving Throws
str: +9; con: +10; wis: +8; cha: +10
Senses
truesight 120 ft.
Languages
Abyssal, telepathy 120 ft.
Resistances
cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
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 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.

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.

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