Marilith by Everton Sousa & Rain Beredo
Large fiend (demon), chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 210 (20d10 + 100; bloodied 105)
Speed 40 ft., climb 30 ft.
|18 (+4)||20 (+5)||20 (+5)||21 (+)5||20 (+5)||22 (+6)|
Saving Throws Str +10, Dex +11, Con +11, Wis +11, Ch +12
Skills Acrobatics +11, Insight +11, Perception +11, Persuasion +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses truesight 180 ft., passive perception 21
Languages Abyssal, Telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Brute. A melee weapon deals one extra die of its damage when the marilith hits with it (included in the attack)
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the marilith has disadvantage on the attack roll.
Magic Weapons. The marilith's weapon attacks are magical.
Maneuvers (6/Rest): Once per turn, when the marilith makes a melee weapon attack, it can choose to use one of maneuvers below:
- Commander’s Strike. The marilith can use a bonus action and choose a friendly creature that can see or hear or telepathically communicate with the marilith and command that creature to use its reaction to make one weapon attack, adding 6 (1d12) to the attack’s damage roll on a hit.
- Maneuvering Attack. When the marilith hits a creature with a melee weapon attack it adds 6 (1d12) to the attacks damage and chooses one friendly creature that can see or hear it. That creature can use its reaction to move half its speed without provoking opportunity attacks from the pit fiend’s original target.
- Guided Strike. The marilith can use a bonus action and choose a friendly creature that can see or hear or telepathically communicate with the marilith and provide insight for its next attack. The creature adds bonus of 6 (1d12) to its next attack roll.
Multiattack. The marilith makes up to seven attacks: six with its longswords and one with its tail. Alternately, replace two longsword attacks for each use of its longbow.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Blade Barrier (1/Day). The marilith creates a vertical wall of magical blades. The wall appears within 90 ft. of the marilith and lasts for 10 minutes or until the marilith loses concentration. The marilith can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a DC 19 Dexterity saving throw, taking 35 (6d10) slashing damage on a failed save, or half as much damage on a successful one.
Stun (1/Day). The marilith hisses a word of power at one creature it can see within 60 feet of it. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target can make a DC 20 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Demon (1/Day). The marilith has a 75 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, or one marilith. The demons appear in an unoccupied spaces within 90 feet of the marilith.
Innate Spellcasting. The marilith’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The marilith can innately cast the following spells, requiring no material components.
At will: darkness, detect magic, dispel magic, misty step
3/day each: cloudkill, hex
1/day each: polymorph
Abyssal Command (1/Rest). The marilith can use a bonus action to choose one demon of a lower CR than the marilith that it can see within 60 feet of it. The demon immediately uses its reaction to move up to its speed and then explodes and is destroyed. Each creature within a 10-foot radius of the demon when it explodes must make a DC 20 Dexterity saving throw, taking 16 (3d10) fire damage on failed saving throw, or half as much damage on a successful one.
Chaos Leap (1/Rest). The marilith uses its teleport action.
Relentless (3/Rest). As long as the marilith has at least one hit point it can end one condition or effect it is suffering, even if it is incapacitated.
Counterspell (3/Day). If the marilith can see a creature casting spell within 60 feet of it and the spell is 3rd level or lower, the spell fails and has no effect. If the casting of the spell is 4th level or higher, make an Charisma check with a DC equal to 10 + the spell’s level. On a success, the spell fails and has no effect.
Parry. The marilith adds 6 to its AC against one attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses the marilith with a melee attack, the marilith can make a weapon attack against that creature.