MarilithLarge fiend (demon)
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 combat.
Longsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.
Tail (1/turn). Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape Difficulty 17). 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 (1/turn). The marilith magically teleports, along with any equipment it is wearing or carrying, up to 20 meters to an unoccupied space it can see.
Variant: Summon Demon (1/long rest). 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 10 meters 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 on its turn (no action required).
Parry. The marilith adds 5 to its Defense against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.