Huge Elemental, Chaotic Neutral
Armor Class 21 (natural armor)
Hit Points 286 (22d10 + 176)
Speed 40 ft., Fly 90 ft., Swim 120 ft.
STR
25 (+7)
DEX
15 (+2)
CON
26 (+8)
INT
20 (+5)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +7, WIS +8, CHA +11
Skills Arcana +13, History +13, Insight +8, Nature +13, Survival +11
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison, Thunder
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 30 ft., Darkvision 120 ft., Truesight 90 ft., Passive Perception 13
Languages Aquan, Auran, Common, Primordial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). If Baal fails a saving throw he may choose to succeed instead.

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.

Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 20, +12 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, call lightning,

3/day each: tongues, water breathing, water walk, lightning bolt

1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift, wish

Actions

Multiattack. The marid makes two trident attacks.

Trident. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 7) piercing damage, or 15 (2d8 + 7) 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 20 Dexterity saving throw. On a failure, a target takes 30 (10d6) 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.

Legendary Actions

Baal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baal regains spent legendary actions at the start of its turn.

Detect. Baal makes a Wisdom (Perception) check.

Heroism. Baal may bolster up to 6 ally's with the heroism spell who are within 60 foot of him.

Lightning Storm of Wrath (Costs 2 Actions). Baal dose 64 (16d8) lightning damage to all targets who fail a DC 20 Dexterity savings throw that are within 90 foot of him, or half as much to those who are successful.

Monster Tags: Genie

Habitat: CoastalUnderwater

Zika_Kai

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