
Fantasy
The Kingdom of Cormyr in the Forgotten Realms Universe of Dungeons and Dragons 5e Rules.
Author's Note: With a lot of work ahead to update it, based on my own campaigns as a DM. The idea is to propose a setting and let the players figure things out within it. Locations and points will be created that make sense and are connected to one or more general storylines. For example, the possible civil war brewing in Arabel against the heir of the late king, or the conflicts in the King's Forest with the druids/goblinoids/forest-exploiting corporation.
The map is created at a roughly logical scale that allows for immersion in travel, and the idea is to start with level 1 PCs since the full 5e rules are not included, and the PCs (especially non-casters) will remain incomplete as they level up.
That said, everyone can play however they like XD.
Played | 14 times |
Cloned | 0 times |
Created | 150 days ago |
Last Updated | 65 days ago |
Visibility | Public |
Marilith
CR 16•Large Fiend

HP Range108 - 270 (Avg: 189)
AC18
XP15000
Details
Size | Large |
Type | Fiend |
CR | 16 |
XP | 15000 |
Languages | Abyssal, telepathy 120 ft. |
Defenses
Armor Class | 18 |
HP Range | 108 - 270 (Avg: 189) |
Damage Vulnerabilities | None |
Damage Resistances | , , , |
Damage Immunities | |
Condition Immunities |
Actions
Longsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Multiattack
The marilith can make seven attacks: six with its longswords and one with its tail.
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't make tail attacks against other targets.
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.