Traits
Magic Resistance: Basically, the Marilith Monster has an advantage on the saving throw against to the spells and also the other magical effects.
Magic Weapons: This marilith’s monster weapon attacks which are magical.
Reactive: The basical marilith able to take a reaction on each of its every turn in a combat.
Actions
Multiattack: The basical marilith able to make seven attacks: six by its longswords and also one with its tail.
Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail: The melee weapon attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. Suppose, the target is medium or even smaller, it is grappled (escape DC 19). Until unless this grapple ends and also the target is restraied and also the marilith can be automatically hit the target with its tail and also the Marilith can not make the tail attacks against to other targets.
Teleport: The marilith dnd 5e monster magically teleports and even along with any of the equipment that it is wearing or else carrying up to 120 feet to an unoccupied space it can be seen.
Reactions
Parry: The marilith can adds 5 to its AC which is against to one melee attack which would be hit it. To do so, the marilith monster must be seen the attacker and also be wielding a melee weapon.
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Attributes Of Marilith Monster
AC |
18 (Natural Armor)
|
Alignment |
Chaotic Evil
|
CHA | 20 |
CON | 20 |
Challenge Rating
|
16 |
Condition Immunities
|
Poisoned |
DEX | 20 |
HP |
189 (18d10+90)
|
INT | 18 |
Immunities | Poison |
Languages |
Abyssal, Telepathy 120 Ft.
|
Passive Perception
|
13 |
Resistances |
Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
|
Roll 0
|
Longsword 1d20 + 9 2d8+4
|
Roll 1
|
Tail 1d20 + 9 2d10+4
|
STR | 18 |
Saving Throws
|
Str +9, Con +10, Wis +8, Cha +10
|
Senses |
Truesight 120 Ft.
|
Size | Large |
Speed |
40 ft.
|
Type |
fiend (demon)
|
WIS |
16
|