MARILITH – 5e STATS

Large fiend (demon), chaotic evil

Armor Class 18 (Natural Armor)
Hit Points 189 (18d10+90)
Speed 40 ft.

Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)20 (+5)20 (+5)18 (+4)16 (+3)20 (+5)

Saving Throws Str +9, Con +10, Wis +8, Cha +10
Damage Resistance 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, 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.

Magic Weapons (suggested). The marilith’s magical weapons have the following properties:

  • Longsword of Switching+1
  • Scimitar of Speed +2
  • Dagger of Venom +1
  • Mace of Smiting +1
  • Spear of Returning +1
  • Whip of Binding +1

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

ACTIONS

  • Multiattack. The marilith can make seven attacks: six with its longswords and one with its tail.
  • Multiattack (suggested). The marilith can make seven attacks: six with her magical weapons and one with its tail.
  • Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  • Magical Weapons (suggested):
    • Longsword of Switching +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. The marilith can use a move action to swap places with any creature within 30 feet that you can see. This does not provoke opportunity attacks from either creature.
    • Scimitar of Speed +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. The marilith can make one extra attack with it as a bonus action at the end of her turn.
    • Dagger of Venom +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. The target must make a DC 15 Constitution saving throw, taking 2d10 poison damage and becoming poisoned for 1 minute on a failed save, or half as much damage and not being poisoned on a successful one.
    • Mace of Smithing +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. When the marilith hits a construct or an undead with it, you deal an extra 2d6 bludgeoning damage. If you hit a nonmagical object that is not being worn or carried with it, you destroy it.
    • Spear of Returning +1. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 30/120, one target. Hit: 12 (2d6 + 5) piercing damage. Immediately after you throw it, the spear flies back to your hand.
    • Whip of Binding +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. When the marilith hits a creature with it, she can choose to wrap the whip around the target, restraining it until she uses a bonus action to release it. The restrained target can use an action to make a DC 17 Strength check, escaping from the whip on a success.
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13 (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.

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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A marilith is a six-armed demon that resembles a cross between a human female and a snake. Its upper body is that of a beautiful woman with dark skin, long hair, and six arms, each wielding a different weapon. Its lower body is that of a huge serpent with scales of various colors, usually red, black, or green. A marilith has six glowing eyes that can see in the dark, and a forked tongue that can taste the air. A marilith is about 20 feet long and weighs about 4,000 pounds.

COMBAT

A marilith is a formidable opponent in combat, using its speed, strength, and skill to overwhelm its enemies. A marilith can make seven attacks per round: six with its longswords and one with its tail. Each longsword can have a different magical property or ability, such as speed, venom, smiting, returning, or binding. The tail can grapple and restrain a medium or smaller creature, preventing it from escaping or moving.

A marilith also has several defensive abilities that make it hard to harm or hinder. It has resistance to cold, fire, lightning, and nonmagical weapons, and immunity to poison. It has advantage on saving throws against spells and other magical effects, thanks to its magic resistance. It can also add 5 to its AC against one melee attack that would hit it, by using its parry reaction. The marilith can take one reaction on every turn in combat, making it very reactive.

A marilith also has the ability to teleport up to 120 feet to an unoccupied space it can see, as an action. This allows it to surprise, flank, or escape from its foes. A marilith can also communicate telepathically with any creature within 120 feet that can understand Abyssal. This allows it to coordinate with its allies or taunt its enemies.

HABITAT / SOCIETY

A marilith’s natural habitat is the Abyss, the plane of infinite chaos and evil. The Abyss is divided into countless layers, each with its own twisted landscape and ruler. A marilith can be found in any layer that suits its preferences or serves its purpose. Some common layers where mariliths dwell are:

  • The Blood Rift: A layer of endless war and carnage, where rivers of blood flow through ravaged lands. The Blood Rift is home to many demons that thrive on battle, such as balors, hezrous, vrocks, and gnolls. The Blood Rift is also a source of conflict between demons and devils, who fight for control over the river Styx that runs through it.
  • The Demonweb Pits: A layer of tangled webs and dark tunnels, where the demon lord Lolth rules over her drow followers and spider-like minions. The Demonweb Pits are a place of deception and treachery, where Lolth tests the loyalty and faith of her servants. The Demonweb Pits are also a gateway to other planes, such as the Underdark or the Feywild.
  • The Iron Wastes: A layer of frozen wasteland and jagged mountains, where the demon lord Kostchtchie reigns over his frost giants and ice demons. The Iron Wastes are a place of cold and cruelty, where Kostchtchie plots to overthrow other demon lords and conquer their domains. The Iron Wastes are also a target for invaders from other planes, such as the Frostfell or the Nine Hells.

A marilith’s society is based on hierarchy and power. A marilith is usually a high-ranking officer or general in the armies of the Abyss, serving under a more powerful demon lord or balor. A marilith commands legions of lesser demons, such as dretches, quasits, manes, and rutterkins. A marilith is respected and feared by its subordinates, who obey its orders without question. A marilith is also ambitious and competitive, seeking to prove itself to its superiors and rivals. A marilith may challenge or betray another marilith for a higher position or a greater reward.

A marilith’s relationship with other creatures is usually hostile or manipulative. A marilith views most other creatures as enemies or tools, and will either kill them or use them for its own benefit. A marilith may ally with other evil beings, such as devils, yugoloths, orcs, or cultists, but only for a common goal or a temporary advantage. A marilith may also seduce or charm other creatures, such as humans, elves, or tieflings, but only for pleasure or information. A marilith rarely forms genuine bonds or friendships with anyone, except perhaps another marilith of equal or greater status.

ECOLOGY

A marilith’s ecology is shaped by its nature and role as a demon. A marilith is a creature of pure evil, born from the chaotic energy of the Abyss. A marilith has no need for food, water, air, or sleep, and can survive in any environment. A marilith does not age or die of natural causes, and can only be killed by violence or magic. A marilith can also regenerate from any wound that does not destroy its body completely.

A marilith’s role as a demon is to spread chaos and evil across the multiverse. A marilith participates in the Blood War, the eternal conflict between demons and devils for the fate of the cosmos. A marilith also invades other planes, such as the Material Plane or the Celestial Plane, to corrupt and destroy them. A marilith also seeks to increase its own power and influence, by acquiring more followers, resources, artifacts, or secrets.

A marilith’s impact on the environment and other creatures is usually negative and destructive. A marilith causes havoc and suffering wherever it goes, leaving behind death and ruin. A marilith kills or enslaves any creature that opposes it or annoys it. A marilith also corrupts or consumes any resource that benefits it or harms its enemies. A marilith has no regard for the balance or harmony of nature, and will disrupt or destroy it for its own amusement or advantage.

As noted, marilith are the strategists of the Blood War. They devise battle tactics and coordinate the true demons (except for the balors, of course). Due to the chaotic nature of the other demons, coordinating their activities is nearly impossible.

Mariliths hate the glabrezu. They feel that the subtle warfare of the glabrezu is a childrens’ game and inferior to proper warfare. Mariliths try to discredit the glabrezu in any way they can. They would completely destroy the subtle beasts, but the all-powerful balors favor the glabrezus’ tactics.

Marilith secretly feel that they are the true force behind the Blood War, that the balors have their place only because of their great power, and are otherwise unnecessary. They may be right, but the power of the balors remains unchallenged.

Top 5 Mariliths in D&D History

Mariliths are among the most powerful and intelligent demons in the D&D multiverse. They are the generals and tacticians of the Abyss, commanding legions of lesser demons and devising complex strategies for the Blood War. They are also formidable warriors, wielding six different weapons with their six arms and striking with their snake-like tails. Mariliths are creatures of chaos and evil, driven by a lust for power and destruction. In this article, we will introduce you to the top 5 mariliths in D&D history, based on their influence, achievements, and personality. These are the mariliths that have shaped the course of events in the planes and left their mark on the lore.

  • Shaktari: Shaktari is the demon lord of venom and acid, and the ruler of the 64th layer of the Abyss, known as the Viper Pit. She is a marilith with green scales, six snake heads for arms, and a mouth full of fangs. She commands legions of venomous demons and seeks to spread her poison across the planes. She is an enemy of Lolth, Zuggtmoy, and Yeenoghu.
  • Zanassu: Zanassu is the demon lord of spiders and spider demons, and the ruler of the 50th layer of the Abyss, known as the Demonweb. He is a marilith with black scales, six spider legs for arms, and a spider-like abdomen. He commands hordes of arachnid creatures and seeks to weave his webs throughout the multiverse. He is an enemy of Lolth, who usurped his domain and banished him to the depths of the Abyss .
  • Shami-Amourae: Shami-Amourae is the demon lord of passion and seduction, and the former ruler of the 176th layer of the Abyss, known as the Gates of Heaven. She is a marilith with red scales, six arms adorned with jewelry, and a captivating beauty. She commands cults of lustful followers and seeks to manipulate and corrupt others with her charms. She is an enemy of Graz’zt, who betrayed and imprisoned her in his Iron Tower .
  • Kardum: Kardum is the demon lord of rage and frenzy, and the ruler of the 403rd layer of the Abyss, known as the Iron Wastes. He is a marilith with white scales, six arms wielding axes, and a ferocious demeanor. He commands armies of berserkers and barbarians and seeks to unleash his fury on anyone who crosses him. He is an ally of Kostchtchie, who shares his hatred for civilization and order .
  • Ssess’innek: Ssess’innek is the demon lord of lizard kings and civilization, and the ruler of the 222nd layer of the Abyss, known as Sholo-Tovoth. He is a marilith with blue scales, six arms holding scepters, and a regal bearing. He commands tribes of lizardfolk and yuan-ti and seeks to create a perfect society based on his vision. He is an enemy of Sseth, who opposes his attempts to civilize his followers .