Marid

[ Maride ]
Large elemental, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 229 (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, Wis +7, Cha +8
Damage Resistances acid, cold, lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages Aquan
Challenge 11 (7200 XP)

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.

Innate Spellcasting. 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:

At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift
Actions

Multiattack. The marid makes two trident attacks.

Trident. 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.

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) 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.

Monster Manual
  1. DnD 5e Monsters › Marid
Marid