Marilith

Large / fiend / Chaotic Evil / CR 16

Armor Class16
Hit Points220 (21d10 + 105)
Speed40 ft, climb 40 ft
Challenge16
Proficiency-
STR18+4
DEX20+5
CON20+5
INT18+4
WIS16+3
CHA20+5
Saving Throws

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

Skills

Perception +8

Initiative

+10

Senses

Truesight 120 ft

Languages

Abyssal

Damage resistances

Cold, Fire, Lightning

Damage immunities

Poison

Condition immunities

Poisoned

Traits

Magic Resistance

The marilith has Advantage on saving throws against spells and other magical effects.

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.

Reactive

The marilith can take one Reaction on every turn of combat.

Actions

Multiattack

action

The marilith makes six Pact Blade attacks and uses Constrict.

Pact Blade

action

Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 10 (1d10 + 5) slashing plus 7 (2d6) necrotic damage.

Constrict

action

Strength Saving Throw: DC 17, one Large 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

bonus

Recharge 5–6. The marilith teleports up to 120 feet to an unoccupied space it can see.

Reactions

Parry

reaction

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.

Creature Rules

Marilith