Page 62 - D&D Bestiary
P. 62
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L E Of' E LE M EN TA L EVIL
MARl LITH Reactive. The marilith can take one reaction on every turn
Large fiend (demon), chaotic evil in a combat.
ACTIONS
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90) Multiattack. The marilith makes seven attacks: six with its
Speed 40ft. longswords and one with its tail.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft. , one
STR DEX CON INT WIS CHA
18 (+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 10ft., one creature.
Saving Throws Str +9, Con +10, Wis +8, Cha +10 Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium
Damage Resistances cold, fire, lightning; bludgeoning, or smaller, it is grappled (escape DC 19). Until this grapple
piercing, and slashing from non magical weapons 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 120ft., passive Perception 13
Languages Abyssal, telepathy 120ft. Teleport. The marilith magically teleports , along with any
Challenge 16 (15,000 XP) equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it ca n see.
Magic Resistance. The marilith has advantage on saving throws
REACTIONS
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
and be wielding a melee weapon.
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