Marid (Disguises)

Source: Monster Manual p. 146

title: Marid (Disguises)
*Large elemental, Chaotic Neutral*
 
- **Armor Class** 17 (natural armor)
- **Hit Points** 229 (`17d10 + 136`) 
- **Speed** 30 ft., fly 60 ft., swim 90 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|22 (+6)|12 (+1)|26 (+8)|18 (+4)|17 (+3)|18 (+4)|
 
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +5, Wisdom +7, Charisma +8
- **Skills** ⏤
- **Senses** [blindsight](Mechanics/CLI/rules/senses.md#Blindsight) 30 ft., [darkvision](Mechanics/CLI/rules/senses.md#Darkvision) 120 ft., passive Perception 13
- **Damage Resistances** acid, cold, lightning
- **Gear** [trident](Mechanics/CLI/items/trident-xphb.md)
- **Languages** Aquan
- **Challenge** 11
 
## Traits
 
***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](Mechanics/CLI/spells/create-or-destroy-water-xphb.md), [detect evil and good](Mechanics/CLI/spells/detect-evil-and-good-xphb.md), [detect magic](Mechanics/CLI/spells/detect-magic-xphb.md), [fog cloud](Mechanics/CLI/spells/fog-cloud-xphb.md), [purify food and drink](Mechanics/CLI/spells/purify-food-and-drink-xphb.md), [disguise self](Mechanics/CLI/spells/disguise-self-xphb.md) (often with a longer duration than is normal for that spell; see Disguises)
 
**3/day each:** [tongues](Mechanics/CLI/spells/tongues-xphb.md), [water breathing](Mechanics/CLI/spells/water-breathing-xphb.md), [water walk](Mechanics/CLI/spells/water-walk-xphb.md), [true polymorph](Mechanics/CLI/spells/true-polymorph-xphb.md) (mightier genies only; see Disguises)
 
**1/day each:** [conjure elemental](Mechanics/CLI/spells/conjure-elemental-xphb.md) ([water elemental](Mechanics/CLI/bestiary/elemental/water-elemental.md) only), [control water](Mechanics/CLI/spells/control-water-xphb.md), [gaseous form](Mechanics/CLI/spells/gaseous-form-xphb.md), [invisibility](Mechanics/CLI/spells/invisibility-xphb.md), [plane shift](Mechanics/CLI/spells/plane-shift-xphb.md)
 
***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.
 
***Disguises.*** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the [disguise self](Mechanics/CLI/spells/disguise-self-xphb.md) spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the [true polymorph](Mechanics/CLI/spells/true-polymorph-xphb.md) 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.
 
## 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](Mechanics/CLI/rules/conditions.md#Prone). On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked [prone](Mechanics/CLI/rules/conditions.md#Prone).

Environment

underwater, coastal