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Mariliths

Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight.

Civilization and Culture

Common Dress Code

A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
Genetic Ancestor(s)
Average Height
A marilith stands about 9 feet tall
Average Weight
It weighs about 4,000 pounds.
Average Length
A marilith measures about 20 feet from head to tip of tail.
Related Ethnicities

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Marilith

Medium fiend (demon), chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 189 18d10+90
Speed 40ft

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 Weapons
Damage Immunities Poison
Condition Immunities poisoned
Senses Truesight 120 Ft., passive Perception 13
Languages Abyssal, Serpentine, 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: (2d8 + 4) slashing damage.   Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: (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 percent chance of summoning 1d6 Vrocks, 1d4 Hezrous, 1d3 Glabrezus, 1d2 Nalfeshnees, 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.

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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