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Marid Noble

Large · Elemental · CR 11 · Chaotic Evil

Armor Class
17
Hit Points and Hit Dice
344 (30d10+180)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
16
+3
CON
22
+6
INT
16
+3
WIS
14
+2
CHA
16
+3

Overview

Category Monsters
Size Large
Type Elemental
Alignment Chaotic Evil
XP 7200
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 90 ft (27.4 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Blindsight 30 ft (9.1 m)
Passive Perception 16

Saving Throws

Constitution +10 Intelligence +7 Wisdom +6 Charisma +7

Skills

Perception +6 Persuasion +7

Languages

Aquan

Resistances & Immunities

Damage Resistances
acid, cold, lightning

Traits

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.

Net

+10 to hit, range 5/15 ft (1.5/4.6 m).

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.

Trident

+10 to hit, reach 10 ft (3 m). Hit: 2d6+6 plus 1d10 lightning damage.

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.

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

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.

About Marid Noble

Marid Noble is a large elemental with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 344 hit points (derived from 30d10+180).

Marid Noble has communication capabilities including Aquan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Marid Noble

3 tips available

When using Marid Noble in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Aquatic Combat: This creature can swim at 90 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Marid Noble

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Aquatic Combat Defense: This creature can swim at 90 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Marid Noble?
Marid Noble has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Marid Noble?
Marid Noble is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Marid Noble speak?
Marid Noble can communicate in Aquan.

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