Large elemental, chaotic neutral
- Armor Class
- 17 (natural armor)
- Hit Points
- 229 (17d10 + 136)
- Speed
- fly 60 ft., swim 90 ft., 30 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Cha +8, Dex +5, Wis +7
- Damage Resistances
- acid; cold; lightning
- Senses
- blindsight 30 ft., darkvision 120 ft., passive Perception 13
- Languages
- Aquan
Traits
The marid can breathe air and water.
If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Actions
The marid makes two trident attacks.
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.
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.
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: