b'Marid \n'b'  Large   elemental ,  chaotic neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  230 (20d10 + 120)  Speed  30 ft., fly 40 ft., swim 90 ft.\n'b' STATS STR: 16 (+3) DEX:  24 (+7)  CON:  22 (+6)  INT:  15 (+2)  WIS:  13 (+1)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +8,  Wisdom  +6,  Charisma  +9  Skills   Deception  +9,  History  +9,  Performance  +9,  Persuasion  +9  Damage Immunities  cold, lightning  Senses  darkvision 120 ft., passive  Perception  11  Languages  Aquan  Challenge  13 (10,000 XP) \n'b' Special Traits \n'b'   Amphibious . The marid can breathe air and water. \n'b'  Elemental Demise . If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the marid was wearing or carrying. \n'b'  Frigid Aura . At the start of each of the marid\xe2\x80\x99s turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a  melee attack  while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17  Constitution  saving throw each minute it spends in the aura or gain one level of  exhaustion . \n'b'  Innate Spellcasting . The marid\xe2\x80\x99s 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: \n'b'   At will :  create or destroy water ,  detect evil and good ,  detect magic ,  speak with animals  (water-based creatures only) \n'b'  3/day each :  control water ,  tongues ,  water walk ,  water breathing  \n'b'  1/day each :  conjure elemental  (water  elemental  only),  gaseous form ,  invisibility ,  major image ,  plane shift  Riptide. If a creature is more than 10 feet away from the marid and it hits the marid with an attack, it must succeed on a DC 17  Strength  saving throw or be pulled up to 10 feet closer to the marid. \n'b'   Actions \n'b'   Multiattack . The marid makes one Scimitar  attack  and one Water Whip  attack . \n'b'  Scimitar .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage. \n'b'  Water Whip .  Melee Weapon Attack : +12 to hit, reach 25 ft., one target.  Hit : 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17  Strength  saving throw or be pulled up to 20 feet toward the marid. \n'b'  Whirlpool  (recharge 5-6). Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17  Dexterity  saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked  prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked  prone .'