Marilith icon: a horned demon’s skull
Icon by Lorc, CC BY 3.0

Marilith 5e stat block

Large fiend (demon), chaotic evil · CR 16 · 2024 stat block below

Armor Class
18 (natural armor)
Hit Points
189 (18d10+90)
Speed
40 ft.
Challenge
16 (15,000 XP)
Proficiency bonus
+5
STRDEXCONINTWISCHA
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
Condition immunities
Poisoned
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.

How many mariliths for a fight?

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.

Party levelLowModerateHigh
11th——1
12th——1
13th—11
14th—11
15th—12
16th112
17th113
18th123
19th124
20th135

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.

How the marilith compares at CR 16

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.

StatisticMarilithCR 16 average
Armor Class1819.3
Hit points189220
Best attack bonus+9+13

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
16
Hit Points
220 (21d10 + 105)
Speed
40 ft., climb 40 ft.
Challenge
16 (15,000 XP)
STRDEXCONINTWISCHA
18 (+4)20 (+5)20 (+5)18 (+4)16 (+3)20 (+5)
Damage resistances
cold, fire, lightning
Damage immunities
poison
Condition immunities
Poisoned
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.

Similar monsters

Browse: all CR 16 monsters · fiends · every monster