Large Elemental, Chaotic Neutral
AC 17    Initiative +1 (11)
HP 229 (17d10 + 136)
Speed 30 ft., Fly 60 ft., Swim 90 ft.
Mod Save
STR 22 +6 +10
DEX 12 +1 +5
CON 26 +8 +12
Mod Save
INT 18 +4 +8
WIS 17 +3 +7
CHA 18 +4 +8
Resistances Acid, Cold, Lightning
Gear Staff of Frost
Senses Blindsight 30 ft, Darkvision 120 ft; Passive Perception 13
Languages Aquan
CR 11 (XP 7,200; PB +4)
Traits

Amphibious. Marids can breathe air and water.

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

Telekinetic. Baaze's can innately cast the Mage Hand spell without Verbal or Somatic components, it can make the spectral hand Invisible, and its range increases by 30 ft. when it casts it. The spell's spellcasting ability is Charisma.

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.

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, seeming, and plane shift

Actions

Multiattack. Baaze makes one staff attack and one elemental burst.

Staff. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, or 15 (2d8 + 6) bludgeoning damage if used with two hands to make a melee attack.

Elemental Burst. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 19 (2d10 + 8) cold damage.

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.

Description

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 ground-hugging 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 and freeze its foes.

Marid Homes. Marids are rare on the Material Plane, but some of the genie-kind were drawn to it during The Ascension Wars. Many allied themselves with the ancient Kingdom of Merivia in order to protect the ocean, seeing it much like their own native plane. They live in mighty and majestic coral fortresses or lavish chateaus collecting history and adoration  These citadels float in the depths of the plane and contain opulent, air-filled chambers for guests to visit.

Egotistical Hierarchs. All marids claim a title of nobility or position of power, 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.

They are often distrusting of humanoids, although they sometimes deal with powerful wizards, adventurers, 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 tale-tellers, 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.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Torrent02

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