Marilith
Large fiend with 220 HP and AC 16; six arms enable Multiattack on every turn, wielding multiple weapons simultaneously. Demonic Restoration returns it to the Abyss if killed outsid...
Marilith. Large fiend, chaotic evil.
Languages: Abyssal; telepathy 120 ft.
Traits: Demonic Restoration; Magic Resistance; Reactive
Large fiend · chaotic evil
AC 16 · HP 220 · Speed 40 ft., swim 20 ft., climb 40 ft. · Initiative +10
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 18 | 20 | 20 | 18 | 16 | 20 |
| Mod | +4 | +5 | +5 | +4 | +3 | +5 |
| Save | +9 | +5 | +10 | +4 | +8 | +10 |
Skills Perception +8 · Senses truesight 120 ft., passive Perception 18 · Challenge 16 (PB +5)
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
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.
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.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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