Combat Statistics
CR 16
Challenge Rating
15,000 XP
18
Armor Class
189
Hit Points
(18d10)
Speed: {"walk":40} ft.
Strength
18
(+4)
Dexterity
20
(+5)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
20
(+5)
Intelligence
18
(+4)
Wisdom
16
(+3)
Charisma
20
(+5)
Damage Resistances: ["cold", "fire", "lightning", "bludgeoning, piercing, and slashing from nonmagical weapons"]
Damage Immunities: ["poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses:
Truesight 120 ft.,
Passive Perception 13 ft.
passive Perception 13
Languages: ["Abyssal", "telepathy 120 ft."]
Proficiency Bonus: +5
Special Abilities
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 ft. to an unoccupied space it can see.
Quick Reference
Type: Fiend
Size: Large
Alignment: chaotic evil
Environment: Any
DM Tools
💰 Loot Generator
CR 16 | Challenge Rating: 16
Loot based on monster type, CR, and D&D 5e treasure guidelines
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