STR

18

DEX

20

CON

20

INT

18

WIS

16

CHA

20

Armor Class: 18

Hit Points: 189 (18d10+90)

Speed: Walk 40 ft., Swim

Challenge Rating: 16 (15000 XP)

Saving Throws: Str +9 Con +10 Wis +8 Cha +10

Skills:

Senses: truesight 120 ft. passive perception 13

Languages: Abyssal, telepathy 120 ft.

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: 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.