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Marilith A5E

CR 16 fiend

Large fiend, chaotic evil


Armor Class
18
Hit Points
220 (21d10+105)
Speed
40 ft.

STR20 (+5)
DEX22 (+6)
CON20 (+5)
INT20 (+5)
WIS18 (+4)
CHA20 (+5)

Saving Throws
Strength +10, Dexterity +11, Constitution +10, Wisdom +9, Charisma +10
Skills
Resistances
cold, fire, lightning; damage from nonmagical weapons
Damage Immunities
poison
Condition Immunities
poisoned
Senses
truesight 120 ft., passive Perception 14
Languages
Abyssal, telepathy 120 ft.
Challenge
16 (15,000 XP) · Proficiency Bonus +5

Chaotic Evil.

The marilith radiates a Chaotic and Evil aura.

Magic Resistance.

The marilith has advantage on saving throws against spells and magical effects.

Actions

Multiattack.

The marilith makes six attacks with its longswords.

Longsword.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Bonus Actions

Tail.

Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage, and the target is grappled (escape DC 19).

Teleport.

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

Reactions

Reactive Teleport.

When the marilith is hit or missed by a ranged attack, it uses Teleport. If it teleports within 5 feet of a creature, it can attack with its tail.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details