Page 62 - D&D Bestiary
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··y H E  TEMPLE  IV A S  ST R E WN  lVI
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                                                                                      THE  CUL T IST    .   E
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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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