Marid (Disguises)
Source: Monster Manual p. 146
"name": "Marid (Disguises)"
"size": "Large"
"type": "elemental"
"alignment": "Chaotic Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "229"
"hit_dice": "17d10 + 136"
"modifier": !!int "1"
"stats":
- !!int "22"
- !!int "12"
- !!int "26"
- !!int "18"
- !!int "17"
- !!int "18"
"speed": "30 ft., fly 60 ft., swim 90 ft."
"saves":
- "dexterity": !!int "5"
- "wisdom": !!int "7"
- "charisma": !!int "8"
"damage_resistances": "acid, cold, lightning"
"gear":
- "trident"
"senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13"
"languages": "Aquan"
"cr": "11"
"traits":
- "desc": "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:\n\n**At will:** create or destroy water,\
\ detect evil and good, detect magic, fog cloud, purify food and drink, disguise\
\ self (often with a longer duration than is normal for that spell; see Disguises)\n\
\n**3/day each:** tongues, water breathing, water walk, true polymorph (mightier\
\ genies only; see Disguises)\n\n**1/day each:** conjure elemental ([water elemental](/3-Mechanics/CLI/bestiary/elemental/water-elemental.md)\
\ only), control water, gaseous form, invisibility, plane shift"
"name": "Innate Spellcasting"
- "desc": "The marid can breathe air and water."
"name": "Amphibious"
- "desc": "If the marid dies, its body disintegrates into a burst of water and foam,\
\ leaving behind only equipment the marid was wearing or carrying."
"name": "Elemental Demise"
- "desc": "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."
"name": "Disguises"
"actions":
- "desc": "The marid makes two trident attacks."
"name": "Multiattack"
- "desc": "*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."
"name": "Trident"
- "desc": "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."
"name": "Water Jet"
"source":
- "MM"Environment
underwater, coastal