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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18+4 | 20+5 | 20+5 | 18+4 | 16+3 | 20+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.