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Habitat: Planar (Abyss); Treasure: Armaments

Mariliths are six-armed, serpentlike demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons.

Traits

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

Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 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. 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.


Marilith

Large Fiend (Demon), Chaotic Evil
  • Armor Class 16
  • Hit Points 220 (21d10 + 105)
  • Speed 40 ft., Climb 40 ft.
  • Initiative +10 (20)
STR
18 (4)
DEX
20 (5)
CON
20 (5)
INT
18 (4)
WIS
16 (3)
CHA
20 (5)
  • Saving Throws Str +9, Dex +5, Con +10, Int +4, Wis +8, Cha +10
  • Skills Perception 8
  • Damage Resistance Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., passive Perception 18
  • Languages Abyssal; Telepathy 120 ft.
  • Challenge 16 (15,000 XP)
  • Habitat Planar (Abyss)
  • Treasure Armaments
  • 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. Melee Weapon Attack: +10 to hit, reach 5 ft., One Target. Hit: (1d10 + 5) Slashing damage plus (2d6)Necrotic damage.
  • Constrict. *Strength Saving Throw:* DC 17, one Medium or smaller creature the marilith can see within 5 feet. *Failure:* 15 (or [[2d10 + 4]] (2d10 + 4)) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.

Reactions


  • Parry. *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.
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