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SRD (p.275)

Marilith CR: 16

Large fiend, chaotic evil
Armor Class: 18
Hit Points: 189
Speed: 40 ft

STR

18 +4

DEX

20 +5

CON

20 +5

INT

18 +4

WIS

16 +3

CHA

20 +5

Saving Throws: STR +9, CON +10, WIS +8, CHA +10
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 13
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 16 ( 15000 XP)
Proficiency Bonus: +5

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 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.

Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms.   Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

Created by

tokranepo.

Statblock Type

Monster

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