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Marilith (Demone)

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Marilith (Demone)

Large fiend (demon), chaotic evil

classe Armatura 18 (natural armor)

Punti Ferita 189 (18d10+90)

Velocità 40 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) |

Tiri Salvezza Str +9, Con +10, Wis +8, Cha +10

Danno Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Danno Immunities poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Percezione 13

Linguaggi Abyssal, telepathy 120 ft.

Challenge 16 (15,000 XP)

Magic Resistenza. The marilith has advantage on saving throws against spells and other magical effects.

Magic Armi. The marilith's weapon attacks are magical.

Reactive. The marilith can take one reaction on every turn in a combat.

            1. Actions

Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.

Longsword. Arma da Mischia Attacco: +9 to hit, reach 5 ft., one target. Colpito: 13 (2d8+4) slashing damage.

Tail. Arma da Mischia Attacco: +9 to hit, reach 10 ft., one creature. Colpito: 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.

            1. 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.

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