SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Marilith

Large Fiend, Chaotic Evil

Armor Class 18 (natural)

Hit Points 189 (18d10 + 90)

Speed 40 ft.

STR DEX CON INT WIS CHA
() () () () () ()
Saving Throws
, , ,
Damage Resistances
Cold, Fire, Lightning
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
truesight 120 ft., passive perception 13
Languages
Abyssal, telepathy 120 ft.
Challenge
16 (15,000 XP)

Traits

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one reaction on every turn in combat.

Actions

The marilith can make seven attacks: six with its longswords and one with its tail.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 10 ft., one creature. Hit: . 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.
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.

DM Options: Monster Talents adds Talents to this creature. View

Monster Weaknesses adds Weaknesses to this creature. View

Monster Loot: Monster Manual adds Loot to this creature. View

Monster Loot: Baldur's Gate: Descent into Avernus adds Loot to this creature. View

Monster Loot: Waterdeep: Dungeon of the Mad Mage adds Loot to this creature. View

Monster Loot: Ghosts of Saltmarsh adds Loot to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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