Monster · Fiend
Marilith
D&D 5e (2024)Large Fiend (Demon), Chaotic Evil
- AC
- 16
- Initiative
- +10 (20)
- HP
- 220 (21d10 + 105)
- Speed
- 40 ft.
Abilities
- STR
- +4Score 18Save+9
- DEX
- +5Score 20Save+5
- CON
- +5Score 20Save+10
- INT
- +4Score 18Save+4
- WIS
- +3Score 16Save+8
- CHA
- +5Score 20Save+10
Details
- Skills
- Perception +8
- Resistances
- Cold, Lightning, Fire
- Immunities
- Poison; Poisoned
- Senses
- Passive Perception 18, Truesight (120 ft.)
- Languages
- Abyssal; telepathy 120 ft.
- CR
- 16 (XP 15,000; PB +5)
Traits
Reactive. The marilith can take one Reaction on every turn of combat.
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.
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.