Marilith

Large fiend (demon), Chaotic Evil

Armor Class

18 (natural armor)

Hit Points

189 (18d10+90)

Speed

walk 40 ft.

Saves

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.

Languages

Abyssal, telepathy 120 ft.

Challenge

16

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

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 target. 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 (1/Day)

The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 chance of summoning 1d6 vrock, 1d4 hezrou, 1d3 glabrezu, 1d2 nalfeshnee, 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.