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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6861981" data-attributes="member: 5834"><p><strong>The 5E Marilith reimagined</strong></p><p></p><p><strong>MARILITH</strong> Large fiend (demon), chaotic evil; Challenge 16 (15,000 XP)</p><p>Armor Class 18 (natural armor); Hit Points 283 (18d10 + 90 x1.5); Speed 40ft.</p><p>STR 18 (+4) DEX 20 (+5) CON 20 (+5) INT 18 (+4) WIS 16 (+3) CHA 20 (+5)</p><p>Saving Throws Str +9, Con +10, Wis +8, Cha +10</p><p>Skills Perception +8, Insight +8, Arcana +9, Athletics +9, Stealth +10</p><p>Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons; Damage Immunities poison</p><p>Condition Immunities poisoned</p><p>Senses truesight 120ft., passive Perception 18</p><p>Languages Abyssal, telepathy 120ft.</p><p></p><p>Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.</p><p></p><p>Magic Weapons. The marilith's weapon attacks are magical and have a +1 attack and damage bonus.</p><p></p><p>Reactive. The marilith can take one reaction on every turn in a combat.</p><p></p><p>Innate Spellcasting. The marilith’s spellcasting ability is Intelligence (spell save DC 17). The marilith can innately cast the following spells, requiring no material components:</p><p>At will: detect magic, dispel magic (4th level), pass without trace, fly.</p><p>3/day: greater teleport, fly (5th level), blade barrier.</p><p>1/day each: plane shift.</p><p></p><p>ACTIONS</p><p>Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.</p><p></p><p>Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+ 5) slashing damage.</p><p></p><p>Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one creature. Hit: 15 (2d10 + 5) 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.</p><p></p><p>Teleport. The marilith is a master of tactical teleportation. The marilith magically teleports as a bonus action or action, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. </p><p></p><p>REACTIONS</p><p>Parry. The marilith adds 5 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.</p><p></p><p><strong>DM Notes</strong>: The PC multiplier boosts hit point by 25% for every PC above 4.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6861981, member: 5834"] [b]The 5E Marilith reimagined[/b] [B]MARILITH[/B] Large fiend (demon), chaotic evil; Challenge 16 (15,000 XP) Armor Class 18 (natural armor); Hit Points 283 (18d10 + 90 x1.5); Speed 40ft. STR 18 (+4) DEX 20 (+5) CON 20 (+5) INT 18 (+4) WIS 16 (+3) CHA 20 (+5) Saving Throws Str +9, Con +10, Wis +8, Cha +10 Skills Perception +8, Insight +8, Arcana +9, Athletics +9, Stealth +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons; Damage Immunities poison Condition Immunities poisoned Senses truesight 120ft., passive Perception 18 Languages Abyssal, telepathy 120ft. Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects. Magic Weapons. The marilith's weapon attacks are magical and have a +1 attack and damage bonus. Reactive. The marilith can take one reaction on every turn in a combat. Innate Spellcasting. The marilith’s spellcasting ability is Intelligence (spell save DC 17). The marilith can innately cast the following spells, requiring no material components: At will: detect magic, dispel magic (4th level), pass without trace, fly. 3/day: greater teleport, fly (5th level), blade barrier. 1/day each: plane shift. ACTIONS Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+ 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one creature. Hit: 15 (2d10 + 5) 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 is a master of tactical teleportation. The marilith magically teleports as a bonus action or action, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. REACTIONS Parry. The marilith adds 5 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. [b]DM Notes[/b]: The PC multiplier boosts hit point by 25% for every PC above 4. [/QUOTE]
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