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Marilith (Black Flag)

Size
Large
Type
Fiend
Challenge Rating
16
Source
Black Flag SRD
Armor Class
18
Speeds
40
Walking Speed
40
Strength Score
28
Dexterity Score
20
Constitution Score
30
Intelligence Score
18
Wisdom Score
26
Charisma Score
30
Vision
True Sight (120ft)
Languages Ref
Abyssal,telepathy 120 ft.
Hit Points
217
Resistances
Resistant to Non-Magical Damage
Languages
Abyssal, Telepathy (120ft)

Large fiend (Demon)


Armor Class 18 (natural armor)

Hit Points 217

Speed 40 ft.


STR
28 (+9)
DEX
20 (+5)
CON
30 (+10)
INT
18 (+4)
WIS
26 (+8)
CHA
30 (+10)

Damage Resistances bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience

Damage Immunities Demonic Resilience

Senses truesight 120 ft.

Languages Abyssal,telepathy 120 ft.

Challenge 16 (15,000 XP)

Demonic Resilience. The marilith is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.

Flaming Weapons. The marilith's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack).

Magic Resistance. The marilith has advantage on saves against spells and other magical effects.

Reactive. The marilith gets up to five extra reactions, but these extra reactions can be used only for Parry.

Actions

Multiattack. The marilith makes two Dagger attacks, two Mace attacks, and two Longsword attacks. It can replace two Dagger attacks with a Tail attack.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4+4) piercing damage plus 7 (2d6) fire damage.

Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 7 (2d6) fire damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 20 (3d10+4) bludgeoning damage plus 7 (2d6) fire damage. If the target is Medium or smaller, it is grappled (escape DC 17). 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.

Bonus Actions

Marilith Tactics. The marilith shouts one of the following commands at up to two friendly creatures it can see within 30 feet of it:

  • March! Each target can use a reaction to move up to half its speed in a direction of the marilith's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks.
  • Protect Yourself! Each target gains the marilith's Parry reaction until the start of the marilith's next turn.
  • Remember Your Training! Each target has advantage on the next weapon attack roll it makes before the start of the marilith's next turn.

Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Reactions

Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

Stat block from Black Flag SRD by Kobold Press, used under the ORC License. It is not Geminaea material. See Legal.