Large fiend, chaotic evil
- Armor Class
- 16
- Hit Points
- 220 (21d10 + 105)
- Speed
- 40 ft., climb 40 ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Cha +10, Con +10, Str +9, Wis +8
- Skills
- Perception +8
- Damage Resistances
- cold; fire; lightning
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- Truesight 120 ft., passive Perception 18
- Languages
- Abyssal; telepathy 120 ft.
Traits
If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
The marilith has Advantage on saving throws against spells and other magical effects.
The marilith can take one Reaction on every turn of combat.
Actions
The marilith makes six Pact Blade attacks and uses Constrict.
Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
str DC 17, one Medium or smaller creature the marilith can see within 5 feet. 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Bonus Actions
The marilith teleports up to 120 feet to an unoccupied space it can see.
Reactions
The marilith is hit by a melee attack roll while holding a weapon. The marilith adds 5 to its AC against that attack, possibly causing it to miss.