Marilith
Large fiend, chaotic evil
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.