5e Cards
Challenge 16: 16

Marilith

Large fiend (demon), chaotic evil

Armor Class
18 (natural armor)
Hit Points
189 (18d10+90)
Speed
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
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
poisoned
Senses
truesight 120 ft., passive Perception 13
Languages
Abyssal, telepathy 120 ft.
Challenge
16 (15,000 XP)
Proficiency Bonus
+5

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.

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.

How many for your party

Copies of the marilith (15,000 XP each) against a party of four characters of the same level. Build mixed fights in the encounter builder.

Number of Marilith for each difficulty, party of four
Party levelEasyMediumHardDeadly
Level 12——12–20
Level 13——12–20
Level 14—1—2–20
Level 15—1—2–20
Level 16—1—2–20
Level 201—23–20

In these lists

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Questions

What CR is the Marilith?

The Marilith is challenge 16, worth 15,000 XP, with a proficiency bonus of +5.

How many hit points does the Marilith have?

189 hit points (18d10+90), with AC 18 from natural armor.

How many should I use against four 12th-level characters?

Against four level 12 characters, 1 is hard by the encounter XP budget.