Marilith

Large fiend (demon), Chaotic Evil

Armor Class18 (natural armor)
Hit Points189 (18d10 + 90)
Speed40 ft.
STRDEXCONINTWISCHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
Saving ThrowsCha +10, Con +10, Str +9, Wis +8
Skills—
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensestruesight 120 ft., passive Perception 13
LanguagesAbyssal, telepathy 120 ft.
Challenge16

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 Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail.

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.

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.