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Actions Teleport. The marilith magically teleports, along with
any equipment it is wearing or carrying, up to 120 feet
Multiattack. The hezrou makes three attacks: one with
its bite and two with its claws. to an unoccupied space it can see.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Reactions
target. Hit: 15 (2d10 + 4) piercing damage.
Parry. The marilith adds 5 to its AC against one melee
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one attack that would hit it. To do so, the marilith must see
target. Hit: 11 (2d6 + 4) slashing damage. the attacker and be wielding a melee weapon.
Marilith Nalfeshnee
Large fiend (demon), chaotic evil Large fiend (demon), chaotic evil
Armor Class 18 (natural armor) Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90) Hit Points 184 (16d10 + 96)
Speed 40 ft. Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)
Saving Throws Str +9, Con +10, Wis +8, Cha +10 Saving Throws Con +11, Int +9, Wis +6, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13 Senses truesight 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft. Languages Abyssal, telepathy 120 ft.
Challenge 16 (15,000 XP) Challenge 13 (10,000 XP)
Magic Resistance. The marilith has advantage on Magic Resistance. The nalfeshnee has advantage on
saving throws against spells and other magical effects. saving throws against spells and other magical effects.
Magic Weapons. The marilith’s weapon attacks are
magical. Actions
Reactive. The marilith can take one reaction on every Multiattack. The nalfeshnee uses Horror Nimbus if it
turn in a combat. can. It then makes three attacks: one with its bite and
two with its claws.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Multiattack. The marilith makes seven attacks: six with target. Hit: 32 (5d10 + 5) piercing damage.
its longswords and one with its tail. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
one target. Hit: 13 (2d8 + 4) slashing damage. Horror Nimbus (Recharge 5–6). The nalfeshnee
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one magically emits scintillating, multicolored light. Each
creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the creature within 15 feet of the nalfeshnee that can see
target is Medium or smaller, it is grappled (escape DC the light must succeed on a DC 15 Wisdom saving
19). Until this grapple ends, the target is restrained, the throw or be frightened for 1 minute. A creature can
marilith can automatically hit the target with its tail, repeat the saving throw at the end of each of its turns,
and the marilith can’t make tail attacks against other ending the effect on itself on a success. If a creature’s
targets. saving throw is successful or the effect ends for it, the
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