Marilith
large fiend, chaotic evil
AC 16 (natural armor)
Initiative +5 (15)
HP 220 (21d10 + 105)
Speed 40 ft., Climb 40 ft.
Skills Perception +8
Resistances cold, fire, lightning
Immunities poison, poisoned
Senses Truesight 120 ft. Passive Perception 18
Languages Abyssal, telepathy 120 ft.
CR 16 (XP 15,000; PB +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
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.
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.
Marilith is from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License. Full attribution is on the Licenses & Attribution page.