Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document. (v5.1 2014)


Marilith

Marilith

Large, fiend, chaotic evil
Armor Class
18 (natural)
Hit Points
189
(18d10+90)
Speed:
Walk 40 ft.,
STR 18 (+4)
DEX 20 (+5)
CON 20 (+5)
INT 18 (+4)
WIS 16 (+3)
CHA 20 (+5)
Saving Throws:
STR +9
,
CON +10
,
WIS +8
,
CHA +10
Skills:
Damage Vulnerabilities:
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Senses:
truesight 120 ft.
Passive Perception:
13
Languages: Abyssal, telepathy 120 ft.
CR:
16
(15000 XP)
Proficiency Bonus: 5

Traits:

  • 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 combat.

Actions:

  • Multiattack - The marilith can make 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.