Marilith

Large Fiend

Armor Class 18

Hit Points 220 (21d10+105)

Speed walk +40

Challenge 16

STR
20
+5
DEX
22
+6
CON
20
+5
INT
20
+5
WIS
18
+4
CHA
20
+5

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