Maralith

Marilith

Large fiend (demon), chaotic evil

16
Challenge Rating
15000 XP

From the depths of the abyss and the realms of demonic power, the Marilith emerges as a terrifying and malevolent entity. This fiendish creature combines the deadly grace of a serpent with the armored might of a warrior, commanding an aura of menace and destruction.

The Marilith, also known as a “Queen of Chaos,” possesses the body of a massive serpent, its scaly form sinuous and coiled. Its upper body, however, is a grotesque blend of demonic features and armored flesh. It stands tall on six muscular arms, each ending in wickedly sharp claws, capable of rending through flesh and metal with ease.

Atop its twisted torso, the Marilith bears a hideous, demonic visage, with fangs dripping venom and eyes that gleam with an insatiable hunger for chaos and power. Its serpentine lower body allows it to move with incredible speed and agility, slithering effortlessly across any terrain, be it solid ground or the treacherous abyss.

Mariliths are formidable warriors, skilled in both martial combat and the dark arts of magic. They wield powerful weapons with their multiple arms, engaging opponents in a frenzied whirlwind of lethal strikes. Additionally, Mariliths possess innate magical abilities, allowing them to cast spells and manipulate the forces of chaos to their advantage.

These demonic entities are known for their cunning and tactical brilliance. Mariliths are often found leading demonic hordes into battle, their commanding presence inspiring fear and obedience in their minions. Their strategic acumen allows them to exploit weaknesses and outmaneuver their foes, making them formidable adversaries on the field of combat.

The Marilith’s true power lies in its mastery of teleportation. With a wave of its clawed hands, it can vanish from one location and reappear in another, confounding its enemies and ensuring its survival. This ability allows the Marilith to strike from unexpected angles, disappearing and reappearing in a whirlwind of lethal strikes, leaving devastation in its wake.

Encountering a Marilith is to face an embodiment of chaos and demonic might. Its presence exudes an aura of fear and despair, as its twisted form and malevolent intentions leave no doubt as to its nefarious nature. Engaging a Marilith in combat is a battle against overwhelming odds, as its deadly claws, magical prowess, and teleportation abilities make it a formidable opponent.

Mariliths serve as harbingers of chaos and destruction. They embody the darkest aspects of demonic power, representing the insatiable hunger for dominion and the desire to sow discord. Whether encountered as a mastermind orchestrating demonic plots or as a final, fearsome challenge for adventurers, the Marilith stands as a testament to the eternal struggle between light and darkness.

Special Abilities

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.

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.
Armor Class: 18 (natural armor)
Hit Points: 189 (18d10+90)
Speed: 40 ft. (walk)
str
18
+4
dex
20
+5
con
20
+5
int
18
+4
wis
16
+3
cha
20
+5
Damage Resistances: cold | fire | lightning | bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: STR +9
  • Saving Throw: CON +10
  • Saving Throw: WIS +8
  • Saving Throw: CHA +10

Senses

  • Passive Perception: 13
  • Truesight: 120′
Languages: Abyssal, telepathy 120 ft.

Credits: SRD 5.1