Marilith
Large Fiend
Armor Class 18
Hit Points 220 (21d10+105)
Speed walk +40
Challenge 16
Saving Throws cha +10, con +10, dex +11, str +10, wis +9
Damage Resistances cold, fire, lightning; damage from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Special Abilities
Chaotic Evil. The marilith radiates a Chaotic and Evil aura.
Magic Resistance. The marilith has advantage on saving throws against spells and magical effects.
Actions
Multiattack. The marilith makes six attacks with its longswords.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Bonus Actions
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage, and the target is grappled (escape DC 19).
Teleport. The marilith magically teleports up to 120 feet to an unoccupied space it can see.
Reactions
Reactive Teleport. When the marilith is hit or missed by a ranged attack, it uses Teleport. If it teleports within 5 feet of a creature, it can attack with its tail.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open