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Marid

Marid CR: 11

Large elemental , chaotic neutral
Armor Class: 17 (natural armor)
Hit Points: 229 (17d10+136) 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 1d20+5 , Wis +7 1d20+7 , Cha +8 1d20+8
Damage Resistances: acid, cold, lightning
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages: Aquan
Challenge Rating: 11

Innate Spellcasting. The maids innate spellcasting ability is Charisma (spell save DC 16 +8 1d20+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

1/day: Conjure Elemental (water elemental only), Control Water, Gaseous Form, Invisibility, Plane Shift

3/day: Tongues, Water Breathing, Water Walk


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.

Actions

Multiattack. The marid makes two trident attacks.   Trident. Melee or Ranged Weapon Attack: +10 1d20+10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) 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) 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.


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