Page 272 - D&D 5e - SRD
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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	   








             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       272	   
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