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Marilith

Large fiend (demon), Chaotic Evil

Armor Class 16

Hit Points 220 (21d10 + 105)

Speed 40 ft., climb 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 Perception +8

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

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. m +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.

Constrict. str DC 17, one Medium or smaller creature the marilith can see within 5 feet. 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. The marilith is hit by a melee attack roll while holding a weapon. The marilith adds 5 to its AC against that attack, possibly causing it to miss.

Source

Monster Manual (2024), p. 204