D&D 5e monster · SRD 5.2

Marilith

Large Fiend (Demon), Chaotic Evil

Armor Class
16
Hit Points
220 (21d10+105)
Speed
40 ft., climb 40 ft.
Initiative
+10
Challenge
16 (15000 XP)
Proficiency Bonus
+5
STRDEXCONINTWISCHA
18+420+520+518+416+320+5
Saving Throws:
STR +9, CON +10, WIS +8, CHA +10
Resistances:
cold, fire, lightning
Damage Immunities:
poison
Condition Immunities:
poisoned
Senses:
truesight 120 ft., Passive Perception 18

Traits

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.

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

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

Actions

Multiattack. The creature makes 4 attacks.

Pact Blade. Melee Attack Roll: +10, reach 5 ft.. Hit: 1d10+5 slashing damage, plus 2d6 necrotic damage.

Bonus Actions

Teleport. 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.

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