# Marilith

*Large Fiend (Demon), Chaotic Evil*

- **Armor Class:** 16
- **Hit Points:** 220 (21d10 + 105)
- **Speed:** 40 ft., Climb 40 ft.
- **Initiative**: +10 (20)

|STAT|SCORE|MOD|SAVE|
| --- | --- | --- | ---- |
| STR | 18 | +4 | +9 |
| DEX | 20 | +5 | +5 |
| CON | 20 | +5 | +10 |
| INT | 18 | +4 | +4 |
| WIS | 16 | +3 | +8 |
| CHA | 20 | +5 | +10 |

- **Resistances**: Cold, Fire, Lightning
- **Immunities**: Poison; Poisoned
- **Skills**: Perception +8
- **Senses**: truesight 120 ft.; Passive Perception 18
- **Languages**: Abyssal; telepathy 120 ft.
- **CR** 16 (XP 15,000; PB +5)

## Traits

***Demonic Restoration.*** If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

***Magic Resistance.*** The marilith has Advantage on saving throws against spells and other magical effects.

***Reactive.*** The marilith can take one Reaction on every turn of combat.


## Actions

***Multiattack.*** The marilith makes six Pact Blade attacks and uses Constrict.

***Pact Blade.*** *Melee Attack Roll:* +10, reach 5 ft. 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.

***Constrict.*** *Strength Saving Throw*: DC 17, one Medium or smaller creature the marilith can see within 5 feet. *Failure:*  15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.


## Bonus Actions

***Teleport (Recharge 5-6).*** The marilith teleports up to 120 feet to an unoccupied space it can see.

