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
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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