Large fiend (demon), Chaotic Evil
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 189 (18d10 + 90) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) |
| Saving Throws | Cha +10, Con +10, Str +9, Wis +8 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | truesight 120 ft., passive Perception 13 |
| Languages | Abyssal, telepathy 120 ft. |
| Challenge | 16 |
The marilith has advantage on saving throws against spells and other magical effects.
The marilith's weapon attacks are magical.
The marilith can take one reaction on every turn in combat.
The marilith can make seven attacks: six with its longswords and one with its tail.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Attack Roll: +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.
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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.
Large fiend (demon), Chaotic Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 220 (21d10 + 105) |
| Speed | 40 ft., climb 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) |
| Saving Throws | Cha +10, Con +10, Str +9, Wis +8 |
|---|---|
| Skills | Perception +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | Truesight 120 ft., passive Perception 18 |
| Languages | Abyssal; telepathy 120 ft. |
| Challenge | 16 |
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.
The marilith has Advantage on saving throws against spells and other magical effects.
The marilith can take one Reaction on every turn of combat.
The marilith makes six Pact Blade attacks and uses Constrict.
Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
str 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.
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.