Marid Noble
Large Elemental
Armor Class 17
Hit Points 344 (30d10+180)
Speed fly +60, swim +90, walk +30
Challenge 11
Saving Throws cha +7, con +10, int +7, wis +6
Skills perception +6, persuasion +7
Damage Resistances acid, cold, lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Aquan
Special Abilities
Amphibious. The marid can breathe air and water.
Innate Spellcasting. The marids 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)
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 marids 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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open