Marilith

5e

large fiend, chaotic evil

Challenge 16 (15000 XP)

STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)

Defense

Armor Class 18 (natural armor)
Hit Points 189 (18d10+90)
Speed 40 ft.

Proficiencies & Senses

Saving Throws Str +9, Con +10, Wis +8, Cha +10
Languages Abyssal, Telepathy 120 Ft.
Truesight 120 ft.
Passive Perception 13

Traits

Damage Resistances Cold, Fire, Lightning, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned

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

Multiattack

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

Longsword

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 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.

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.

Reference Text

A large, six-armed serpentine demon with a woman's torso and a snake lower body, wielding six longswords.