Marilith Black Blood (5e Creature)
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Marilith Black Blood
Large fiend, chaotic evil Armor Class 20 (Natural Armor)
Saving Throws STR +10, CON +11, WIS +9, CHA +11 Magic Resistance. The Marilith Black Blood has advantage on saving throws against spells and other magical effects. Magic Weapons. The Marilith Black Bloods weapons are counted as magical for the purpose of overcoming resistance. Reactive. The Marilith Black Blood can take two reactions on every turn in combat. Mithril Armor All critical hits on the Marilith Black Blood become normal attacks. ACTIONSMultiattack. The Marilith Black Blood makes seven attacks: six with its longsword and one with its tail or instead of the tail attack the Marilith Black Blood may make a disarming, pushing, sweeping, or tripping attack. Long Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Disarming Attack. The Marilith Black Blood makes one attack with its long sword but additionally on a hit the target must make a DC 20 strength save or drop an item of your choice that they are holding which lands at its feet on a critical hit then they also lose the limb they were carrying the item with. Pushing Attack. The Marilith Black Blood makes one attack with its long sword but additionally on a hit the target must make a DC20 strength save or be pushed up to 15 ft away from the Marilith Black Blood on a critical hit then the distance they are pushed is doubled. Sweeping Attack. The Marilith Black Blood makes one attack with its long sword but additionally on a hit may make an additional attack against a target within 5ft of the original target and the Marilith Black Blood using the original roll to hit on a critical hit instead target all creatures within range with the attack. Trip Attack The Marilith Black Blood makes one attack with its long sword but additionally on a hit and if the target is large of smaller must make a DC20 strength saving throw or be knocked prone on a critical hit they are also incapacitated until the end of their next turn. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is large or smaller, it is grappled (Escape DC 20) Until this grapple ends, the target is restrained, the Marilith Black Blood can automatically hit the target with its tail, and the Marilith Black Blood can't make tail attacks against other targets. Teleport. The Marilith Black Blood magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. REACTIONSParry. The Marilith Black Blood adds 6 to its AC against one melee attack that would hit it the damage from the attack is also reduced by 10. Riposte. When a creature misses against the Marilith Black Blood the Marilith Black Blood may immediately make a longsword attack against the attacking creature. LEGENDARY ACTIONSThe Marilith Black Blood can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Marilith Black Blood regains spent legendary actions at the start of its turn. Maneuver. The Marilith Black Blood makes one attack with either its disarming, pushing, tripping, tail, or sweeping attacks. Teleport The Marilith Black Blood magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. |
Marilith Black Blood are marilith that through endless slaughter even of other demons have evolved into a higher form of themselves becoming faster, stronger, and smarter. Through the use of decisive maneuvers, they can cleave through squads of soldiers in an instant. A Black Blooded Marilith is a very rare anomaly that occurs only one in a million marilith. |
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