Marilith

5.5e

large fiend, chaotic evil

Challenge 16 (15000 XP)

STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)

Defense

Armor Class 16 (natural armor)
Hit Points 220 (21d10+105)
Speed 40 ft., climb 40 ft.

Proficiencies & Senses

Saving Throws Str +9, Con +10, Wis +8, Cha +10
Skills Perception +8
Languages Abyssal, Telepathy 120 Ft.
Truesight 120 ft.
Passive Perception 18

Traits

Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned

Traits

Magic Resistance

The marilith has advantage on saving throws against spells and other magical effects.

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.

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 Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.

Constrict

Strength Saving Throw: DC 17, one Large or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 5) bludgeoning damage. The target has the grappled condition (escape DC 17), and it has the restrained condition until the grapple ends.

Teleport

The marilith teleports up to 120 feet to an unoccupied space it can see.

Parry (Reaction)

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.

Reference Text

A large, six-armed serpentine demon with a humanoid torso, wielding multiple swords, surrounded by dark, fiery Abyssal energy.