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Monster Manual, page 146

Marid CR: 11

Large elemental, chaotic neutral
Armor Class: 17 (natural armor)
Hit Points: 229 (17d10+136)
Speed: 30 ft , fly: 60 ft , swim: 90 ft

STR

22 +6

DEX

12 +1

CON

26 +8

INT

18 +4

WIS

17 +3

CHA

18 +4

Saving Throws: DEX +5, WIS +7, CHA +8
Skills: Proficiency Bonus +4
Damage Resistances: acid, cold, lightning
Senses: Blindsight 30 ft, Darkvision 120 ft, Passive Perception 13
Languages: Aquan
Challenge Rating: 11

Amphibious. The marid can breathe air and water.   Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.   Innate Spellcasting. The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:   At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink   3/day each: tongues, water breathing, water walk   1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift

Actions

Multiattack. The marid makes two trident attacks.   Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.   Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Suggested Environments

Coastal, Underwater


Created by

imtealted.

Statblock Type

Monster

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