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Marilith (MAR-ruh-lithz)


MARILITHS

From the waist up, Mariliths appear to be very attractive humanoid women with six arms, but their lower halves were those of giant, green snakes. In each hand they carried highly decorated weapons, and adorned themselves with bangles and jewelry. Often referred to as The Battle Dances.

Marilith serve as the brilliant tacticians of Abyssal hordes, advisors to demonic nobility, and in some cases acted as serpentine demon queens. Mariliths can cast illusionary and charm spells, but they themselves have truesight, making it harder to use such spells against them.

Mariliths have domineering and wicked personalities - eager as they were to bring pain and betrayal to others, however their malice is accompanied by shrewdness and cunning. They are highly intelligent beings with a good sense for strategy, their brilliance thriving in matters of army-level tactics.

Mariliths also have the rare ability to unite and coordinate the actions of other demons from The Hells, a practically impossible task due to their chaotic nature - whether through disciplinary mastery or suppression of their natural instincts.

Size = Large
Type = Fiend
Tag(s) = Demon
Alignment = Chaotic evil
Challenge rating = 16
Vision = Darkvision, true seeing
Homeland(s) = The Hells
Language(s) = Abyssal, Celestial, Draconic, telepathy

Basic Information

Biological Traits

Large Fiend (Demon), Chaotic Evil

Armor Class = 18 (natural armor)
Hit Points = 189 (18d10 + 90)
Speed = 40 ft.

STR = 18 (+4)
DEX = 20 (+5)
CON = 20 (+5)
INT = 18 (+4)
WIS = 16 (+3)
CHA = 20 (+5)

Saving Throws =STR +9; CON +10; WIS +8; CHA +10;
Damage Resistances = Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities = Poison
Condition Immunities = Poisoned; Charmed
Senses: Truesight = 120 ft.; Passive Perception = 14:
Languages = Abyssal, Celestial, Draconic, telepathy 120 ft.
Challenge = 16 (15,000 XP)
Proficiency Bonus = +5
Initiative Bonus = +5

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 a combat.

Actions

Multiattack = The marilith makes 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.

Average Height
average = 9 ft (2.7 m)
Average Weight
average = 2 tons (1,800 kg)
Average Length
average = 20 ft (6.1 m)
Geographic Distribution

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