Marilith
Large · Fiend · Chaotic Evil
HP220
AC16
CR16
Speed 40 ft., Climb 40 ft.
Ability Scores
STR18 (+4)
DEX20 (+5)
CON20 (+5)
INT18 (+4)
WIS16 (+3)
CHA20 (+5)
Details
Initiative +10 (20) Saving Throws STR +9, CON +10, WIS +8, CHA +10 Skills Perception +8 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 18 Languages Abyssal; telepathy 120 ft.
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 marilith makes six Pact Blade attacks and uses Constrict.
- Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
- Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.