- Armor Class
- 18 (natural armor)
- Hit Points
- 189 (18d10+90)
- Speed
- 40 ft.
- Challenge
- 16 (15,000 XP)
- Proficiency bonus
- +5
| 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
- Damage resistances
- cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks
- Damage immunities
- poison
- Senses
- truesight 120 ft., passive Perception 13
- Languages
- Abyssal, telepathy 120 ft.
Traits
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.
A marilith is worth 15,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many mariliths fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 4 other challenge 16 monsters in the SRD 5.1, the marilith has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 16 monster.
Marilith 2024 stat block
The 2024 Monster Manual revised the marilith, and the SRD 5.2 carries the new stat block. What changed:
- Armor Class: 18 → 16.
- Hit points: 189 → 220.
- Speed: 40 ft. → 40 ft., climb 40 ft..
- New in its stat block: Demonic Restoration, Pact Blade and Constrict.
- Gone from it: Magic Weapons, Longsword and Tail.
- Armor Class
- 16
- Hit Points
- 220 (21d10 + 105)
- Speed
- 40 ft., climb 40 ft.
- Challenge
- 16 (15,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) |
- Damage resistances
- cold, fire, lightning
- Damage immunities
- poison
- Senses
- truesight 120 ft., passive Perception 18
- Languages
- Abyssal; telepathy 120 ft.
Traits
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Bonus actions
Teleport (Recharge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see.
Reactions
Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.