Actions/Abilities/Traits: (D&D 5e)
Action
Longsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Action
Multiattack
The marilith makes seven attacks: six with its longswords and one with its tail.
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.
Action
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.
Action
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.
Special
Magic Resistance
The marilith has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The marilith's weapon attacks are magical.
Special
Reactive
The marilith can take one reaction on every turn in a combat.
Actions/Abilities/Traits: (OSR)
Special
|Constrict
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Constrict
Crushing Coils A creature that takes damage from a marilith's constrict attack must succeed on a Death save or lose consciousness for 1d8 rounds.
Special
|Constrict
Infuse Weapon Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Special
|Constrict
Multiweapon Mastery A marilith never takes penalties to her attack roll when fighting with multiple weapons.
Special
|Constrict
Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Constrict
True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can't use more than one on the same triggering action, even if a creature leaves several squares in the marilith's reach, and the marilith must use a different weapon for each Attack of Opportunity.
Ability
Bladestorm
The marilith makes up to six longsword Strikes, each against a different target. These attacks count toward the marilith's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
Ability
Commander's Aura
(aura, divine, enchantment) 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Ability
Defensive Assault
The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used.
Ability
Divine Innate Spells
DC 38; 9th blade barrier (x2), weapon storm (x2); 5th dimension door; 4th dimension door (at will); Constant (6th) true seeing; (4th) fly
Ability
Divine Rituals
DC 38; 1st abyssal pact
Ability
Failure Vulnerability
A marilith's pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander's aura deactivates until the end of their next turn.
Ability
Focused Assault
The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). Even on a failed attack, the marilith deals the damage from one longsword to the target, though they still miss completely on a critical failure. This counts toward the marilith's multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields.
Ability
Greater Constrict
2d12+13 bludgeoning, DC 39
Ability
Infuse Weapons
(divine, evocation) Any weapon becomes a +2 greater striking weapon made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks.
Offense
Melee
Circumstance: combat round (melee)
cold iron silver longsword +35 [+30/+25] (evil, magical, reach 10 feet, versatile P), Damage 3d8+16 slashing plus 1d6 evil
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Item
longsword (6)
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
true seeing
Weakness
cold iron 15
good 15