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.
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