Marilith
The marilith is a Large fiend of challenge rating 16 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Marilith
- Size and type
- Large fiend
- Challenge
- 16 (15,000 XP)
- Armour class
- 18
- Hit points
- 189 (18d10+90)
- Speed
- 40 ft
- Saving throws
- Str +9, Con +10, Wis +8, Cha +10
- Resistances
- cold, fire, lightning, bludgeoning, piercing and slashing from nonmagical attacks
- Damage immunities
- poison
- Condition immunities
- poisoned
- Senses
- truesight 120 ft, passive perception 13
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith’s weapon attacks are magical.
Reactive. The marilith can take one reaction on every turn in a combat.
Actions
Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.
Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Reactions
Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
Page 272.
SRD 5.2.1 (2024)
Marilith
- Size and type
- Large fiend
- Challenge
- 16 (15,000 XP)
- Armour class
- 16
- Hit points
- 220 (21d10+105)
- Speed
- 40 ft, climb 40 ft
- Saving throws
- Str +9, Con +10, Wis +8, Cha +10
- Skills
- Perception +8
- Resistances
- cold, fire, lightning
- Damage immunities
- poison
- Condition immunities
- poisoned
- Senses
- truesight 120 ft, passive perception 18
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.
Bonus Actions
Teleport (Recharge 5–6). 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.
Page 306.
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