Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Abyssal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Environments
Traits
Magic Resistance
The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons
The marilith's weapon attacks are magical.
Reactive
The marilith can take one reaction on every turn in combat.
Actions
Longsword
+9 to hit, reach 5 ft (1.5 m). Hit: 2d8 thunder damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Multiattack
The marilith can make seven attacks: six with its longswords and one with its tail.
Tail
+9 to hit, reach 10 ft (3 m). Hit: 2d10 thunder damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) 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 magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Variant: Summon Demon
The demon chooses what to summon and attempts a magical summoning.
A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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 189 hit points (derived from 18d10+90).
Marilith has communication capabilities including Abyssal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Marilith
1 tips available
GM Tips: Using Marilith
When using Marilith in your D&D 5e campaign, consider these tactical approaches:
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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
1 strategies available
Player Guide: Facing Marilith
When your party encounters this creature, keep these strategies in mind:
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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
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
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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