Strength +9, Constitution +10, Wisdom +8, Charisma +10
Truesight 120 ft
Abyssal, Telepathy 120 Ft.
Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Poison
Poisoned
Traits
Reactive
The Marilith can take one reaction on every turn in combat.
Magic Weapons
The Marilith's weapon attacks are magical.
Magic Resistance
The Marilith has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The Marilith can make seven attacks: six with its longswords and one with its tail.
Longsword
+9 to hit, range 5 ft. Hit: 13 (2d8 + 4) slashing damage.
Tail
+9 to hit, range 10 ft. 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.
Reactions
Parry
The Marilith adds 5 to its AC against one melee attack that would hit it. To do so, the Marilith must see the attacker and be wielding a melee weapon.