Large Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 250 (18d10 + 90)
Speed 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
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, Common, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
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 weapons and one with its tail.

Longsword+1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage.

Chain Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 4) slashing damage.

maul+2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 6) Bludgeoning damage.

Spear+1. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 5) Piercing damage.

Flame Tongue battle axe+1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 5) slashing damage.

sickle+3. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 7) 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.

Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.

A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.

A 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.

Change Shape. The Countess magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the Countess retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Bonus Actions

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.

Legendary Actions

Legendary Resistance (3/Day). If the Countess fails a saving throw, it can choose to succeed instead.

Monster Tags: Demon

KravenDeath

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