Marilith

Large / fiend (Demon) / Chaotic Evil / CR 16

Armor Class18
Hit Points189 (18d10 + 90)
Speed40 ft
Challenge16
Proficiency+5
STR18+4
DEX20+5
CON20+5
INT18+4
WIS16+3
CHA20+5
Saving Throws

Strength +9, Constitution +10, Wisdom +8, Charisma +10

Senses

Truesight 120 ft

Languages

Abyssal, Telepathy 120 Ft.

Damage resistances

Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing

Damage immunities

Poison

Condition immunities

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

Action

The Marilith can make seven attacks: six with its longswords and one with its tail.

Longsword

Action

+9 to hit, range 5 ft. Hit: 13 (2d8 + 4) slashing damage.

Tail

Action

+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

Action

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

Reaction

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.