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AideDeJeu/Data/HD/srd_monsters_marilith.md
Yan Maniez b3754b77bc Modifs
2019-10-11 15:12:46 +02:00

1.8 KiB

 Monsters, NPC and Animals


Marilith

  • Alias: Marilith
  •  Large fiend (demon), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
  • Saving Throws Str +9, Con +10, Wis +8, Cha +10
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 16 (15000 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

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 a combat.

Actions

Multiattack. The marilith makes 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.