Page 147 - Monster Manual [11th Print]
P. 147
MA RID Innate Spellcasting. The marid's in nate spellcasting ability is
1
Large elemental, chaotic neutral Charisma (spell save DC 6 , +8 to hit with spell attacks). It
can innately cast the following spells, req uiring no material
components:
Armor Class 1 7 (natural armor)
Hit Points 229 (17 l 0 + 1 3 6) At will: create or destroy water, detect evil and good, detect
d
Speed 30 ft., fly 60 ft., swim 90 ft. magic.fog cloud, purify o od and drink
f
3/day each: tongues, water breathing, water walk
STR DEX CON INT WIS CHA l / day each: conjure elemental (water elemental on ly}, control
22 (+6) 12 (+l) 26 (+8) 1 8 (+4) 17 (+3) 18 (+4) water, gaseous o rm, invisibility, plane shift
f
Saving Throws Dex +S, Wis +7, Cha +8 ACTI O N S
Damage Resistances acid, cold, lightning
Multiattack. The marid makes two trident attacks.
Senses blindsight 30 ft., darkvision 1 2 0 ft.,
passive Perception 1 3 Trident. Melee or Ranged Weapon Attack: +1 0 to hit, reach S
Languages Aquan f t . or range 20/60 f t ., one target. Hit: 1 3 (2d6 + 6) piercing
Challenge 1 (7,200 XP) damage, or 1 S (2d8 + 6) piercing damage if used with two
1
hands to make a melee attack.
Amphibious. The marid can breathe air and water. Water jet. The marid magically shoots water in a 60-foot line
that is S f e et wide. Each creature in that line must make a DC
Elemental Demise. If the marid dies, its body disi ntegrates into
a burst of water and foam, leaving behind only equipment the 16 Dexterity saving th row. On a failure, a target takes 21 (6d6)
bludgeoning damage and, if it is H u ge or smaller, is pushed
marid was wearing or carrying.
up to 20 feet away from the marid and knocked prone. On a
success, a target takes half the bl udgeoning damage, but is
neither pus hed nor knocked prone.

