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Marilith 2024

CR 16 fiend

Large fiend, chaotic evil


Armor Class
16 (natural armor)
Hit Points
220 (21d10 + 105)
Speed
40 ft., climb 40 ft.
Initiative
+10

STR18 (+4)
DEX20 (+5)
CON20 (+5)
INT18 (+4)
WIS16 (+3)
CHA20 (+5)

Saving Throws
Strength +9, Dexterity +5, Constitution +10, Intelligence +4, Wisdom +8, Charisma +10
Skills
Perception +8
Resistances
cold, fire, lightning
Damage Immunities
poison
Condition Immunities
poisoned
Senses
truesight 120 ft., passive Perception 18
Languages
Abyssal; telepathy 120 ft.
Challenge
16 (15,000 XP) · Proficiency Bonus +5

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 Roll: +10, reach 5 ft. 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.

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.

Other versions

Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details