Kryx RPGThemesCreatures
Marilith

Marilith

Large fiend (demon)
Challenge
16

STR
4
DEX
5
CON
5
INT
4
WIS
3
CHA
5

189
18d10+90
21
Soak
1
Fort
+10
Ref
+9
Will
+9
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 8 m.
Skills Insight +3 (14), Perception +3 (14)
Senses truesight 20 m.
Languages Abyssal, telepathy 20 m.

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.

Actions (7)

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).

Reactions

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.