Kassoon

Marid

Marid

Large elemental, chaotic neutralLarge elemental, chaotic neutral
Armor Class 17 (natural armor)17 (natural armor)
[~<13]
+/-/*
Hit Points 229 (17d10+136) 229 ([17d10+136])
[~1-6]
Speed 30 ft., fly 60 ft., swim 90 ft.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)

Token URL:
Saving Throws Dex +5, Wis +7, Cha +8 Dex +5, Wis +7, Cha +8
Skills
Damage Vulnerabilities
Damage Resistances acid, cold, lightning
Damage Immunities
Condition Immunities
Senses blindsight 30 ft., darkvision 120 ft.blindsight 30 ft., darkvision 120 ft.
Languages AquanAquan
PB +4
Challenge 11 (7,200 XP)

[+instructions]

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

[b]Amphibious.[/b] The marid can breathe air and water.

[b]Elemental Demise.[/b] If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.

[b]Innate Spellcasting.[/b] 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: [spell]create or destroy water[/spell], [spell]detect evil and good[/spell], [spell]detect magic[/spell], [spell]fog cloud[/spell], [spell]purify food and drink[/spell]

3/day each: [spell]tongues[/spell], [spell]water breathing[/spell], [spell]water walk[/spell]

1/day each: [spell]conjure elemental[/spell] (water elemental only), [spell]control water[/spell], [spell]gaseous form[/spell], [spell]invisibility[/spell], [spell]plane shift[/spell]

Actions

[~Hit +2, DC <13, DPR 0-1]

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.

Variant: Genie Powers.


Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

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.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

[b]Multiattack.[/b] The marid makes two trident attacks.

[b]Trident.[/b] 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.

[b]Water Jet.[/b] 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.

[title]Variant: Genie Powers.[/title]
Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

[b]Disguises.[/b]

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.

[b]Wishes.[/b]

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Legendary Actions

 

Details

Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the groundhugging dao, and the fuming efreet.

Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.

Water Lords. Water is a marid's native element, and the genie can manipulate water in virtually any
way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or
shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a

weapon to bludgeon its foes.

Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses
located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, airfilled chambers where slaves and guests reside. A marid doesn't expect much from its slaves, simply
wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and

aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts.

Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids.
Marids treat all others-including other genies- as inferiors of various grades, ranging from poor cousins to
petty annoyances. They tolerate djinn, dislike dao, and despise efreet. Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders
on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to
imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of

dealing with marids, to which an obsequious mortal is a creature that knows its place.

Whimsical Storytellers. Marids are champion taletellers, whose favorite legends emphasize the prowess
of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't
always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser
being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath.
Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the groundhugging dao, and the fuming efreet.
Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.

[b]Water Lords.[/b] Water is a marid's native element, and the genie can manipulate water in virtually any
way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or
shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a
weapon to bludgeon its foes.

[b]Marid Homes.[/b] Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses
located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, airfilled chambers where slaves and guests reside. A marid doesn't expect much from its slaves, simply
wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and
aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts.

[b]Egotistical Hierarchs.[/b] All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids.
Marids treat all others-including other genies- as inferiors of various grades, ranging from poor cousins to
petty annoyances. They tolerate djinn, dislike dao, and despise efreet. Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders
on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to
imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of
dealing with marids, to which an obsequious mortal is a creature that knows its place.

[b]Whimsical Storytellers.[/b] Marids are champion taletellers, whose favorite legends emphasize the prowess
of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't
always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser
being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath.
 
Source Monster Manual, p.146
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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