Marid

Large elemental, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 30 ft., fly 40 ft., swim 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 22 (+6) 15 (+2) 13 (+1) 19 (+4)

Saving Throws Strength +8, Wisdom +6, Charisma +9
Skills Deception +9, History +9, Performance +9, Persuasion +9
Damage Immunities cold, lightning
Senses darkvision 120 ft., passive Perception 11
Languages Aquan
Challenge 13 (10,000 XP)

Special Traits

  • Amphibious. The marid can breathe air and water.
  • Elemental Demise. If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the marid was wearing or carrying.
  • Frigid Aura. At the start of each of the marid’s turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a melee attack while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17 Constitution saving throw each minute it spends in the aura or gain one level of exhaustion.
  • Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

  • Multiattack. The marid makes one Scimitar attack and one Water Whip attack.
  • Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage.
  • Water Whip. Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the marid.
  • Whirlpool (recharge 5-6). Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17 Dexterity saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.
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