Page 62 - Monster Manual [11th Print]
P. 62
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MARILITH Reactive. T h e marilith c a n take o n e reaction on every turn
Large fiend (demon), chaotic evil in a combat.
A CTI O N S
Armor Class 1 8 (natural armor)
Hit Points 1 8 9 (18dl0 + 90) Multiattack. The marilith makes seven attacks: six with its
Speed 40 ft. longswords and one with its tail.
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
1 8 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Saving Throws Str +9, Con + 10, Wis +8, Cha + 1 0 Hit: 1 5 (2d l 0 + 4) bludgeoning damage. If the target is Medium
Damage Resistances cold, fire, lightning; bludgeoning, or smaller, it is grappled (escape DC 1 9 ). Until this grapple
piercing, and slashing from nonmagical attacks ends, the target is restrained, the marilith can automatically hit
Damage Immunities poison the target with its tail, and the marilith can't make tail attacks
Condition Immunities poisoned against other targets.
Senses truesight 120 ft., passive Perception 1 3
Languages Abyssal, telepathy 1 2 0 ft. T e leport. The marilith magically teleports, along with any
Challenge 1 6 (15,000 XP) equipment it is wearing or carrying, up to 1 2 0 feet to an
u n occu pied space it can see.
Magic Resistance. The marilith has advantage on saving throws R E A CT I O N s
against spells and other magical effects.
Parry. The marilith adds 5 to its AC against one melee attack
Magic Weapons The marilith's weapon attacks are magical that would hit it. To do so, the marilith must see the attacker
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DEMONS
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