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Marid

Marid

MapTool Token


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NameMarid
Sorted NameMarid
FamilyGenie
Size and TypeLarge Outsider (extraplanar, water)
Hit Dice Count12
Hit Dice12d10+48 (114 hp)
Random Hit Points12d10+48 - 48
Initiative+8
Speed20 ft., swim 60 ft.
Armor Class23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)
Base Attack/Grapple+12/+CMB: +19CMD: 34
Attack

2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)

Space/Reach10 ft./10 ft.
Special Attacksvortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17), water mastery, water's fury
Special Qualities

change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I), darkvision 60 ft.;

SavesFort +10, Ref +12, Will +10
AbilitiesStr 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Skills

Craft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29

Feats

Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Improved Natural Attack, Power Attack

Environmentany (Plane of Water)
Challenge Rating9
Organization

solitary, pair, company (3-6), or band (7-12)

Treasurestandard (masterwork trident, other gear)
AlignmentCN
VersionPRPG-O
SourcesPathfinder RPG (Open)

Genie, Marid

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



Marid

CR 9

XP 6,400
CN Large outsider (extraplanar, water)
Init +8; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)
hp 114 (12d10+48)
Fort +10, Ref +12, Will +10

OFFENSE

Spd 20 ft., swim 60 ft.
Melee 2 slams +17 (2d6+6) or
mwk trident +18/+13/+8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks vortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17), water mastery, water's fury
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)

STATISTICS

Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Base Atk +12; CMB +19; CMD 34
Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Improved Natural Attack, Power Attack
Skills Craft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)

ECOLOGY

Environment any (Plane of Water)
Organization solitary, pair, company (3-6), or band (7-12)
Treasure standard (masterwork trident, other gear)

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 18 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 (see page 306 for full details on this special attack), save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.


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.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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feats: COMBAT CASTING, COMBAT REFLEXES, DODGE, GREAT FORTITUDE, IMPROVED INITIATIVEB, IMPROVED NATURAL ATTACK, POWER ATTACK, ,


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