Large Monstrosity, Any Alignment
Armor Class 19 (natural armor)
Hit Points 315 (45d10 + 90)
Speed 60 ft.
STR
22 (+6)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +12, WIS +10, CHA +12
Skills Acrobatics +17, Intimidation +18, Perception +16, Stealth +17
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Restrained
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 20
Languages Telepathy 120 ft. All Languages
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The Chimera Marilith has advantage on saving throws against spells and other magical effects.

Slippery Mind. Advantage on all Wis Saving Throws.

Slippery Scales. No attack rolls has advantage against you while you aren't incapacitated.

Tongue Sense. Is aware of the location of any hidden or invisible creatures within 30ft.

Slippery Escape. The Chimera Marilith Dash or Disengage up to 120 feet to an unoccupied space it can see.

Spring Attack. Once per turn, can dash at a target within field of of view, dealing an extra 7d6 damage to that target on your attack.

Actions

Multiattack. The Chimera Marilith makes three attacks

Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6); slashing damage. Hits: 16 (2d10 + 6); versatile.

Dagger x2. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 6); slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 6); bludgeoning damage.

 

Bonus Actions

Terrifying Presence. Each target creatures within 120ft must succeed on a DC 20 Wis Saving Throw or become Frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. Chimera Marilith can repeat this action on the same targets; targets that failed must roll with disadvantage.

Leering. Target creatures within 10ft must make DC 20 Wis Saving Throw or be charmed.

Reactions

Parry. The Chimera Marilith adds 5 to its AC against one melee attack that would hit it. To do so, the Chimera Marilith must see the attacker and be wielding a melee weapon.

Skirmisher. Chimera Marilith can move up to half its speed as a reaction when an enemy ends its turn within 5ft of it. This movement doesn't provoke attack of opportunity

Constricted. Tail Attack: Target creature makes a DC 20 Str Saving Throw or be constricted taking 2d8. While constricted target takes additional d8 each turn. Target can make a Str Saving Throw to be freed or Chimera Malilth has taken damage. Once released target is knocked prone.

Monster Tags: monstrosity

Habitat: DesertForestGrassland

MrDrKoala

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