Marilith · CR 16
Type: Fiend · Size: Large · Grade: Supreme (capacity 10,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Arm | Unique | High | 1,000 | Medicine or Survival 20 | medium · 1 | Necrotic, Slashing | Acid |
| Loveless Demonic Heart | Unique | High | 1,000 | Medicine or Survival 20 | light · 1 | Necrotic, Piercing | – |
| Tail | Creature Part, Trophy | High | 1,000 | Medicine or Survival 20 | medium · 1 | Necrotic, Slashing | Acid |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside a demonic realm
A demon slain anywhere else dissolves: only Demonic Ichor can be harvested (grade Supreme, DC 25). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (Supreme), DC 25.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Shockproof Hide – from Lightning
- Detoxin – from Poison
- Mindreach Matter – from Telepathy
- All-Seeing Eyes – from Truesight
- Barium Sanguine – from Magic Resistance
Part descriptions
Arm
A demonic arm covered in smooth, overlapping scales.
Good for: a replacement or prosthetic arm – it is a required ingredient.
Loveless Demonic Heart
A heart with six veins and six arteries, like a twisted spider, from a marilith – a cold, cruel battle planner.
Use: touch it and ask how to win a situation; a whispered answer comes (trust it at your own risk).
Good for: teleportation items (good fit).
Statblock
Marilith – SRD 5.2
Large Fiend, Chaotic Evil
AC 16 · HP 220 (21d10 + 105) · Speed 40 ft., Climb 40 ft.
Score Save Score Save STR 18 (+4) +9 INT 18 (+4) +4 DEX 20 (+5) +5 WIS 16 (+3) +8 CON 20 (+5) +10 CHA 20 (+5) +10 Skills Perception +8
Resistances Cold, Fire, Lightning
Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft.; Passive Perception 18
Languages Abyssal; telepathy 120 ft.
CR 16 (XP 15,000; PB +5)
Traits
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Bonus Actions
Teleport (Recharge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see.
Reactions
Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 178); SRD 5.1 (size) – part descriptions rewritten in our own words.