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D&D 5th Edition

Compendium

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Marilith

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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 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 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.

Attributes

Marilith

Large fiend (demon), Chaotic Evil
  • Armor Class 18 (Natural Armor)
  • Hit Points 189 (18d10+90)
  • Speed 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
  • Damage Resistance Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 Ft., passive Perception 13
  • Languages Abyssal, Telepathy 120 Ft.
  • Challenge 16 (15,000 XP)
  • 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: (2d8 + 4) slashing damage.
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: (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.