The marilith has advantage on saving throws against spells and other magical effects.
Marilith
Large Fiend Chaotic Evil
- Saving Throws
- Str +9, Con +10, Wis +8, Cha +10
- Damage Resistances
- cold, fire, lightning, bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- truesight 120 ft., passive Perception 13
- Languages
- Abyssal, telepathy 120 ft.
Traits
Magic Resistance
Magic Weapons
The marilith's weapon attacks are magical.
Reactive
The marilith can take one reaction on every turn in combat.
Actions
Multiattack
The marilith can make seven attacks: six with its longswords and one with its tail.
Longsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) slashing damage.
Tail
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.
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.