THE SHARED REFERENCE Adventurer

Monster

Marilith

Official reference · XMM · 2024

Creature type
Fiend
Size
Large
Armor class
16
Hit points
220 (21d10 + 105)
Speed
Walk 40 ft., Climb 40 ft.
Challenge rating
16
Alignment
Chaotic Evil
Strength
18
Dexterity
20
Constitution
20
Intelligence
18
Wisdom
16
Charisma
20
Passive Perception
18
Initiative
+10
Saving Throws
str: +9; con: +10; wis: +8; cha: +10
Skills
perception: +8
Senses
Truesight 120 ft.
Languages
Abyssal; telepathy 120 ft.
Resistances
cold, fire, lightning
Immunities
poison
Condition Immunities
poisoned

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: +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.

Bonus actions

Teleport (Recharge 5–6)

The marilith teleports up to 120 feet to an unoccupied space it can see.

Reactions

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.

Quick preview