b'Demon, Marilith \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  189 (18d10 + 90)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  20 (+5)  CON:  20 (+5)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +9,  Con  +10,  Wis  +8,  Cha  +10  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   truesight  120 ft., passive Perception 13  Languages  Abyssal, telepathy 120 ft.  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Magic Resistance : The marilith has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons : The marilith\xe2\x80\x99s weapon attacks are magical. \n'b'  Reactive : The marilith can take one reaction on every turn in a combat. \n'b'  Actions \n'b'   Multiattack : The marilith makes seven attacks: six with its longswords and one with its tail. \n'b'  Longsword :  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage. \n'b'  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\xe2\x80\x99t make tail attacks against other targets. \n'b'  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. \n'b'\n'b'     Reactions \n'b'\n'b'   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. \n'b'  About \n'b' This snake-bodied fiend has a six-armed woman\xe2\x80\x99s torso, pointed ears, and glittering, otherworldly eyes.'