Amphibious. The genie can breathe air and water.
Earth Glide. The genie can burrow through nonmagical, unworked earth and stone. While doing so, the genie doesn’t disturb the material it moves through.
Sure-Footed. The genie has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Elemental Demise. If the genie dies, its body disintegrates in a flash of fire, burst of water, and breeze of smoke, crystalline powder and foam, leaving behind only equipment the genie was wearing or carrying.
Innate Spellcasting. The genie’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:
At will: detect evil and good, detect magic, stone shape, thunderwave, create or destroy water, fog cloud, purify food and drink
3/day each: enlarge/reduce, tongues, passwall, move earth, create food and water (can create wine instead of water) , tongues, water breathing, water walk, wind walk
1/day each: conjure elemental (fire elemental, earth elemental, water elemental, air elemental), gaseous form, invisibility, major image, plane shift, wall of fire, wall of stone, phantasmal killer
Multiattack. The genie makes eight fist attacks, maul attacks, scimitar attacks, or trident attacks or use its Water Jet, Hurl Flame, or Create Whirlwind eight times. The combination being a total of eight attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
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 genie 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.
Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the genie can see within 120 feet of it. The whirlwind lasts as long as the genie maintains concentration (as if concentrating on a spell). Any creature but the genie that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The genie can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the genie loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.







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