Marilith

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 16 (natural)
Hit Points 220 (21d10 + 105)
Speed 40 ft., climb 40 ft.

Proficiencies & Senses

Saving Throws Str +9, Con +10, Wis +8, Cha +10
Skills Perception +8
Languages Abyssal
Truesight 120 ft.
Passive Perception 18

Traits

Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned

Traits

Magic Resistance

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

Demonic Restoration

If the monster 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 monster can take one Reaction on every turn of combat.

Actions

Multiattack

The monster makes six Pact Blade attacks and uses Constrict.

Pact Blade

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

Constrict

Strength Save: DC 17. target: creature. Failure: 2d10 bludgeoning damage.

Teleport

The monster teleports up to feet to an unoccupied space it can see.

Parry

Trigger: The monster is. Response: The monster adds to its AC against that attack, possibly causing it to miss.