ND Hobbies


Large fiend (demon), chaotic evil

18 (+4)20 (+5)20 (+5)18 (+4)16 (+3)20 (+5)
18189 (18d10+90)16+5

Speed 40 ft.
Saving throws STR +9, CON +10, WIS +8, CHA +10
Damage resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage immunities poison
Condition immunities Poisoned
Senses truesight 120 ft., passive perception 13
Languages Abyssal, telepathy 120 ft.

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 combat.


Multiattack The marilith can make 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.

Variant: Summon Demon The demon chooses what to summon and attempts a magical summoning.nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


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.