Marilith [1/2]Fiend · CR 16
Marilith [1/2]Large Fiend (Demon), Chaotic Evil
STR+418
DEX+520
CON+520
INT+418
WIS+316
CHA+520
AC16
HP220
CR16
SPD40 ft., Climb 40 ft.

TRAITS

Demonic RestorationIf 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 ResistanceThe marilith has Advantage on saving throws against spells and other magical effects.

ReactiveThe marilith can take one Reaction on every turn of combat.

Marilith [2/2]Fiend · CR 16
Marilith [2/2]Large Fiend (Demon), Chaotic Evil

ACTIONS

MultiattackThe marilith makes six Pact Blade attacks and uses Constrict.

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

ConstrictStrength 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

ParryTrigger: 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 [1/3]Large Fiend (Demon), Chaotic Evil
CR16
16Armor Class
220Hit Points
40 ft., Climb 40 ft.Speed
STR18+4
DEX20+5
CON20+5
INT18+4
WIS16+3
CHA20+5

Initiative. +10

Senses. Truesight 120 ft.; Passive Perception 18

Resistances. Cold, Fire, Lightning

Immunities. Poison; Poisoned

Languages. Abyssal; telepathy 120 ft.

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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Marilith [2/3]Large Fiend (Demon), Chaotic Evil
CR16
16Armor Class
220Hit Points
40 ft., Climb 40 ft.Speed
STR18+4
DEX20+5
CON20+5
INT18+4
WIS16+3
CHA20+5

Traits (cont.)

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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Marilith [3/3]Large Fiend (Demon), Chaotic Evil
CR16
16Armor Class
220Hit Points
40 ft., Climb 40 ft.Speed
STR18+4
DEX20+5
CON20+5
INT18+4
WIS16+3
CHA20+5

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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Marilith — printable monster card

Large Fiend (Demon), Chaotic Evil

  • CR 16
  • Fiend
  • Large

Full stat block

Armor Class
16
Hit Points
220
Initiative
+10
Speed
40 ft., Climb 40 ft.
Senses
Truesight 120 ft.; Passive Perception 18
Resistances
Cold, Fire, Lightning
Immunities
Poison; Poisoned
Languages
Abyssal; telepathy 120 ft.
Challenge Rating
16 (15,000 XP)
Proficiency bonus
+5
Saving throw proficiencies
Strength, Constitution, Wisdom, Charisma
Skill proficiencies
Perception
Ability scores
STR DEX CON INT WIS CHA
18 +4 20 +5 20 +5 18 +4 16 +3 20 +5

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.

See also