# Marilith *Large Fiend (Demon), Chaotic Evil* - **Armor Class:** 16 - **Hit Points:** 220 (21d10 + 105) - **Speed:** 40 ft., Climb 40 ft. - **Initiative**: +10 (20) |STAT|SCORE|MOD|SAVE| | --- | --- | --- | ---- | | STR | 18 | +4 | +9 | | DEX | 20 | +5 | +5 | | CON | 20 | +5 | +10 | | INT | 18 | +4 | +4 | | WIS | 16 | +3 | +8 | | CHA | 20 | +5 | +10 | - **Resistances**: Cold, Fire, Lightning - **Immunities**: Poison; Poisoned - **Skills**: Perception +8 - **Senses**: truesight 120 ft.; Passive Perception 18 - **Languages**: Abyssal; telepathy 120 ft. - **CR** 16 (XP 15,000; PB +5) ## Traits ***Demonic Restoration.*** 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. ***Magic Resistance.*** The marilith has Advantage on saving throws against spells and other magical effects. ***Reactive.*** The marilith can take one Reaction on every turn of combat. ## Actions ***Multiattack.*** The marilith makes six Pact Blade attacks and uses Constrict. ***Pact Blade.*** *Melee Attack Roll:* +10, reach 5 ft. 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. ***Constrict.*** *Strength Saving Throw*: DC 17, one Medium or smaller creature the marilith can see within 5 feet. *Failure:* 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 ***Teleport (Recharge 5-6).*** The marilith teleports up to 120 feet to an unoccupied space it can see.