Library / Bestiary

Marilith

CR 16.00 fiend chaotic evil Large
Marilith is a large chaotic evil fiend.

Marilith is a large chaotic evil fiend.

Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds.

Movement: walk 40 ft., climb 40 ft. • Senses: truesight 120 ft., telepathy 120 ft.

Signature traits include Demonic Restoration, Magic Resistance, Reactive.

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. 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.

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.

STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
HP
220 (21d10 + 105)
AC
16 (natural armor)
Speed
40 ft., climb 40 ft.

poison

cold, fire, lightning

poisoned

Details
Type
fiend
Alignment
chaotic evil
Size
Large
Senses
truesight 120 ft., passive Perception 18
Languages
Abyssal; telepathy 120 ft.
Source
System Reference Document 5.2.1