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Marid

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This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.

Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the Strength of the ocean's currents and teeth made of pearl. A marid stands about 16 feet tall and weighs nearly 2,500 pounds.

The marids are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in Disguise to seek out new audiences.

A small percentage of marids can lay claim to nobility. Noble marids, often called shahzadas, have 14 Hit Dice and gain the following spell-like abilities: 3/day—Cone of Cold, Ice Storm; 1/day—Elemental Swarm (water elementals only), Permanent Image. A noble marid's Caster Level for its Spell-Like Abilities is 20th. Noble marids are CR 11.

Special Abilities

Water Mastery (Ex) A marid gains a +1 bonus on attack and Damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a 4 Penalty on attack and Damage rolls.

Water's Fury (Su) As a Standard Action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of Damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the Damage by half and negates the blinding effect. The save DC is Constitution-based.

Vortex (Su) A marid can transform into a Vortex of swirling, churning water once every 10 mintues. This ability functions identically to the Whirlwind Ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in Vortex form.

Attributes

AC
23, Touch 14, Flat-footed 18 (+4 Dex, +1 Dodge, +9 Natural, 1 Size)
Alignment
Cn
Base Atk
+12
CMB
+19
CMD
34
CR
CR 9
Cha
16
Con
18
Creature Type
Outsider (Extraplanar, Water)
Dex
19
Environment
Any (Plane Of Water)
Feats
Combat Casting , Combat Reflexes , Dodge , Great Fortitude , Improved Initiative B , Improved Natural Attack , Power Attack
Fort
+10
HP
114 (12d10+48)
Init
Cn Large Outsider ( Extraplanar , Water ) +8
Int
14
Languages
Aquan, Auran, Common, Ignan, Terran; Telepathy 100 Ft.
Melee
2 Slams +17 (2d6+6) Or Mwk Trident +18/+13/+8 (2d6+9)
Organization
Solitary, Pair, Company (36), Or Band (712)
Reach
10 Ft.
Ref
+12
SQ
Change Shape (Water Elemental, Humanoid Or Giant, Alter Self , Elemental Body Iii , Or Giant Form I )
Senses
Darkvision 60 Ft.; Perception +17
Size
Large
Skills
Craft (Any One) +17, Diplomacy +18, Knowledge (Planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29
Space
10 Ft.
Special Attacks
Vortex (1/10 Minutes, 1050 Ft. Tall, 1d8+4 Damage, Dc 22), Water Mastery, Water's Fury
Speed
20 Ft., Swim 60 Ft.
Spell-Like Abilities
(Cl 12th) Constant— Detect Evil, Detect Good, Detect Magic, Water Walk At Will— Create Water, Invisibility, Plane Shift (Willing Targets To Elemental Planes, Astral Plane, Or Material Plane Only), Purify Food And Drink (Liquids Only), Quench 5/day— Control Water, Gaseous Form, Obscuring Mist, Water Breathing 3/day— See Invisibility 1/day— Persistent Image (Dc 18) 1/year—grant 1 Wish (To Nongenies Only)
Str
23
Treasure
Standard (Masterwork Trident, Other Gear)
Will
+10
Wis
15
XP
6,400
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