Marilith

Large fiend, chaotic evil

Armor Class 16 (natural armor)

Hit Points 220 (21d10 + 105)

Speed 40 ft., swim 20 ft., climb 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

Skills Perception +8

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 18

Languages Abyssal; telepathy 120 ft.

Challenge 16 (15,000 XP)

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

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.

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.

Attack Summary

Pact Blade attackmelee
+10 to hit|1d10+5 slashing+2d6 necrotic
Range: 5 ft.