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Marilith

Marilith
Large Fiend (Demon), Typically Chaotic Evil
Armor Class18(natural armor)
Hit Points189(18d10 + 90)
Speed40 ft
STR
18(+4)
DEX
20(+5)
CON
20(+5)
INT
18(+4)
WIS
16(+3)
CHA
20(+5)
Saving ThrowsStr +9, Con +10, Wis +8, Cha +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, cold, fire, lightning
Damage Immunitiespoison
Condition Immunitiespoisoned
SensesTruesight 120 ft, passive Perception 13
LanguagesAbyssal, Telepathy 120 ft
Challenge16( 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 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 target. 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.

Export

Mariliths were militant tanar'ri known for their ability to utilize cold logic. They served as the brilliant tacticians of Abyssal hordes, advisors to demonic nobility, and in some cases acted as serpentine demon queens.

Description

From the waist up, mariliths appeared to be attractive humanoid women with six arms, but their lower halves were those of giant, green snakes. In each hand they carried highly decorated weapons, and adorned themselves with bangles and jewelry. They measured 20 ft (6.1 m) and weighed 2 tons (1,800 kg) when assessed from head to tail tip, but normally stood somewhere between 7‒9 ft (2.1‒2.7 m) tall.

Personality

Mariliths had domineering and wicked personalities, eager as they were to bring pain and betrayal to others, but their malice was accompanied by shrewdness and cunning. They were highly intelligent beings with a good sense for strategy, their brilliance thriving in matters of army-level tactics.

Mariliths also had the rare ability to unite and coordinate the actions of other demons, a practically impossible task due to their chaotic nature. Whether through disciplinary mastery or suppression of their natural instincts, they could predict the actions of law despite not truly understanding them in order to outwit the baatezu.

In the eyes of most mariliths, subtle temptation was but a silly game compared to true warfare planning. They were proud of their martial skills and tactical superiority and often kept the weapons of their defeated foes as trophies. Their weapons were among their most cherished possessions, and if stolen they would take extreme measures to retrieve them.

Abilities

Mariliths could cast illusionary and charm spells, but they themselves had truesight, making it harder to use such spells against them. They were able to gate in a large variety of other types of tanar'ri.

Combat

Mariliths eagerly joined melee combat if given the chance, though they carefully sized up a given situation first and plotted to use any terrain and vulnerabilities to their advantage. They could swiftly strike with each weapon in their six hands, typically longswords or scimitars. Their tails were capable of moving like a whip or constricting their foes.

Marilith wizards were truly terrifying beings. Not only did they not specialize in any one given school, but they had the rare power to cast spells with two of their arms while still fighting with two others. There were even rumors that some mariliths could cast more than one spell at once, but such claims were suspect.

Society

Mariliths served as commanders and tactical experts for the Blood War, providing the stratagems to complement the malignant magnetism of the balors. While the mariliths were typically the leaders of tanar'ri hordes, balors were often in charge of several hordes and commanded the masses in larger battles. Mariliths believed the balors were in charge only because of their sheer power and were otherwise unneeded to conduct the Blood War, but they never acted on this belief in fear of that power.

Glabrezus were disliked by mariliths for their obnoxious insistence on using temptation and manipulation rather than outright warfare. Mariliths normally had to settle for merely undermining them as their balor superiors favored the glabrezus' sinister schemes.

Yuan-ti followers of Demogorgon and other demon princes displayed an affinity for the similarly serpentine mariliths. A good method of currying their service was the sacrifice of strong mortal warriors.

This article uses material from the “Marilith” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.