Marilith Black Blood (5e Creature)

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Marilith Black Blood[edit]

Large fiend, chaotic evil


Armor Class 20 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 22 (+6) 20 (+5) 16 (+3) 22 (+6)

Saving Throws Str +10, Con +11, Wis +8, Cha +11
Proficiency Bonus +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, Common, telepathy 120 ft.
Challenge 16 (15,000 XP)


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 two reactions on every turn in a combat.

ACTIONS

Multiattack. The marilith makes seven attacks: six with its longsword and one with its tail. Instead of the tail attack, the marilith can make a special attack.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Special Attack. The marilith makes one attack with its longsword. On a hit, it chooses one of the following effects to occur.

Disarming Attack. The target must succeed on a DC 20 Strength saving throw or drop an item of the marilith's choice that it is holding, which lands at its feet.
Pushing Attack. The target must succeed on a DC 20 Strength saving throw or be pushed up to 15 feet away from the marilith. On a critical hit, the target is pushed up to 30 feet instead.
Sweeping Attack. The marilith makes one additional attack against a target within 5 feet of the original target, using the result of the original roll.
Trip Attack. If the target is Large or smaller, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 20) Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make a tail attack against another target.

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. If the attack hits, the damage from the attack is reduced by 10. To do so, the marilith must see the attacker and be wielding a melee weapon.

Riposte. When a creature makes a melee attack against the marilith and misses, the marilith can immediately make a longsword attack against the attacking creature.

LEGENDARY ACTIONS

The marilith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The marilith regains spent legendary actions at the start of its turn.

Maneuver. The marilith uses its Special Attack.
Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Chosen Weapon (Costs 2 Actions). The marilith makes one longsword attack. If the attack hits, the damage ignores the target's resistance and immunity to slashing damage. If this damage reduces the target to 0 hit points, it dies.

Marilith black bloods are mariliths that through endless slaughter, even of other demons, have evolved into a higher form of themselves, becoming faster, stronger, and smarter. Through the use of decisive maneuvers, they can cleave through squads of soldiers in an instant. A black blooded marilith is a very rare anomaly that occurs only in one in a million mariliths.

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