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Marilith

Large · Fiend · CR 16 · Chaotic Evil

Source. Black Flag SRD
Armor Class
18 (natural armor)
Hit Points and Hit Dice
217
Challenge Rating CR
16

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 15000
Initiative Bonus +5

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 18

Saving Throws

Strength +9 Dexterity +5 Constitution +10 Intelligence +4 Wisdom +8 Charisma +10

Languages

Abyssal,telepathy 120.0 ft (36.6 m).

Resistances & Immunities

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

Traits

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

Dagger

+9 to hit, reach 5 ft (1.5 m). Hit: 2d4+4 plus 2d6 fire damage.

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.

Longsword

+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 plus 2d6 fire damage.

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

Mace

+9 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 2d6 fire damage.

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

Multiattack

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

Tail

+9 to hit, reach 10 ft (3 m). Hit: 3d10+4 plus 2d6 fire damage.

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.

About Marilith

Marilith is a large fiend with a Challenge Rating of 16. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 217 hit points (derived from None).

Marilith has communication capabilities including Abyssal,telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Marilith

2 tips available

When using Marilith in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Marilith

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 16.

Solo Encounter:

A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 27,200 XP
  • Hard: 40,800 XP
  • Deadly: 54,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Marilith?
Marilith has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
What type of creature is Marilith?
Marilith is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Marilith speak?
Marilith can communicate in Abyssal,telepathy 120 ft..

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