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Marid

Challenge
str
22
dex
16
con
22
int
16
wis
14
cha
16

AC 17 (natural armor)

HP 172 (15d10 + 90; bloodied 86)

Speed 30 ft., fly 60 ft., swim 90 ft.


Proficiency +4; Maneuver DC 18

Saving Throws Con +10, Int +7, Wis +6, Cha +7

Skills Perception +6, Persuasion +7

Damage Resistances acid, cold, lightning

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16

Languages Aquan


Amphibious. The marid can breathe air and water.

Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: alter self (can assume Medium or Large form), create or destroy water , detect magic , purify food and drink

3/day each: control water , creation , tongues , water breathing , water walk

1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)

Elemental Demise. When a marid dies, its body becomes a mote of elemental energy. This mote may be a puddle of impossibly pure water, a crystalline droplet of water, or something else of the sort.


ACTIONS

Multiattack. The marid makes two trident attacks. One of these can be replaced with a net attack.

Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown, the trident returns to the marid’s hand.

Net. Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large, Medium, or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check, freeing itself or another creature within its reach on a success. The net is an object with AC 10, 20 hit points, vulnerability to slashing damage, and immunity to bludgeoning, poison, and psychic damage.


BONUS ACTIONS

Fog Cloud (1/Day). The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog.

Water Jet (While Bloodied). The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw . On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone . On a success, a target takes half damage.

Combat

Marids begin combat by creating a fog cloud. Within this cloud, they have a tactical advantage against blinded foes, and will attack with their trident and water jet. When forced to fight outside their fog cloud, marids use their flight and swim speed to stay away from slower melee opponents, and use Water Jet to push away creatures who are too close. They may use their net to restrain a foe and concentrate their attacks on that foe. Marids flee once bloodied , unless they have an overpowering reason to stand their ground.


Names

Bardoz the Brave, Gizirith the Magnificent, Meeshu, Mermalath the Coy


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Among the most powerful elemental beings in existence, genies rule the Elemental Planes.

DC 15 The essence of every genie is linked to one of the four basic elements: air, earth, fire, and water.

DC 20 Though all genies wield powerful elemental magic, only genie nobles possess the ability to grant wishes.

Description

As boisterous and rollicking as the seas they embody, marids are larger-than-life spirits of water. They might appear as aquatic humanoids or take on a more ichthyic appearance. Whatever form they take, they wear vibrant, colorful clothing that matches the emerald and sapphire waters of their home plane.

Pirates of the Emerald Sea. Marids are bold and daring sailors of the great planar seas. Where the Elemental Plane of Water flows into the rest of the multiverse, so too do marid ships. Marid pirates pride themselves on taking prizes from lesser sailors. A crew of friendly mortals might get off with losing some small treasure as a tribute—but an efreeti treasure ship will be looted to its masts.

Treasures of the Deeps. Marids collect treasures from throughout the multiverse. Relics lost at the bottom of the sea, wrecked vessels from forgotten ages, and flotsam from a thousand different shores all make their way to the floating palaces of the marids. If you need something that cannot be found, try a marid.

Fabled Cities. The fabled City of Ys was once said to have been swallowed by the oceans, but this floating city with walls of emerald glass has been repurposed by the marids. Its glimmering domes are said to contain water from every ocean in existence.

Behavior

1 Yelling at an insufficiently attentive servant

2 Boasts about its importance and grand deeds

3 Planning a raid on an efreeti fortress or ship

4 Attacks trespassers while explaining that it’s nothing personal, just following orders

5 Asks travelers’ lineage; addresses only the highborn

6 Reciting tender love poetry to a fish

Signs

Underwater Signs

1 The water is crystal-clear and sweet

2 In the distance, a coral castle

3 Barnacle-covered, wrecked warships

4 A current flowing towards a multicolored reef


Underground Signs

1 Slimy, damp caves give way to pools and lakes

2 A saltwater lake containing a permanent whirlpool

3 A cavern filled with dead coral formations

4 A fishy smell

Encounters

Marids inhabit the Elemental Plane of Water and can sometimes be found in ocean depths.

CR 11–16 marid ; marid with chuul , giant shark , merfolk knight , merrow , sea hag , or water elemental ; marid with 1d10 merfolk

Treasure 6 gold rings (75 gp each), gold necklace (750 gp), pearl earring (250 gp), 3 gold bracelets (750 gp each), magical sea chart that marks the locations of winds and storms, 2 potions of diminution , bowl of commanding water elementals , folding boat

CR 17–22 2 marids ; marid noble ; marid with giant water elemental , merclops , or sea chimera ; marid with 3 drainpipe gargoyles (see gargoyle ), hunter sharks , merrow , or plesiosaurs

Treasure ruby ring (7,500 gp), ruby earrings (7,500 gp), suit of clothes that magically changes size to match the wearer and color to match the wearer’s mood (2,500 gp), elemental gem (water) , decanter of endless water , glamoured studded leather , pearl of power

CR 23–30 3 marids ; marid with 3 chuuls , giant sharks , killer whales , merfolk knights , or water elementals

Treasure 1,000 pp, 8,000 gp, 90 pearls (100 gp each), eyepatch set with diamonds (7,500 gp), potion of supreme healing , ring of water elemental command , staff of frost

CR 31+ marid noble with 2 marids

Treasure 1,000 pearls (100 gp each), 3 water flasks (each acts as an [[elemental gem|elemental gem of water]]), 2 potions of storm giant strength , iron flask , scarab of protection , sovereign glue , universal solvent

Monster Type Description

Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.