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Monster · SRD 5.1

Marilith

Large fiend (demon), chaotic evil

Armor Class
18
Hit Points
189 (18d10)
Speed
40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Senses
truesight 120 ft., passive perception 13
Languages
Abyssal, telepathy 120 ft.
Challenge
16 (15,000 XP)

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

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.

Large fiend (demon), chaotic evil

Special Abilities

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 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.

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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Reformatted and reorganized for presentation on PostRoll; text unmodified.

Licensed under Creative Commons Attribution 4.0 International.

srd-5.1 · Version 1.0.0 · Updated Jul 9, 2026