Marilith

Large Fiend (Demon), Chaotic Evil

Armor Class 16   Initiative +10 (20)   Hit Points 220 (21d10 + 105)   Speed 40 ft., Climb 40 ft.

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

Saving Throws Str +9, Dex +5, Con +10, Int +4, Wis +8, Cha +10

Skills Perception +8

Damage Resistances Cold, Fire, Lightning

Damage Immunities Poison; Poisoned

Senses Truesight 120 ft.; Passive Perception 18

Languages Abyssal; telepathy 120 ft.

Challenge Rating 16

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 Roll: +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.

Use the Marilith in your game
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