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.
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: