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Genie, Marid

CR 9.00 Outsider CN Large HD 12
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.

HP
114 (12d10+48)
AC
23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)
Init
+8
Speed
20 ft., swim 60 ft.
Fort
+10
Ref
+12
Will
+10
BAB
+12
CMB
+19
CMD
34
Melee
2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)
Space
10 ft.
Reach
10 ft.
str
23
+6
dex
19
+4
con
18
+4
int
14
+2
wis
15
+2
cha
16
+3

Weapons: Martial, Simple

Vortex — 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.

Water Mastery — 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 — 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.

change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)

Universal Monster Rules

Change Shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Vortex from text
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.
Water Mastery from text
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 from text
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.

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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

spell-like abilities:
Constant—Detect Evil, Constant—Detect Good, Constant—Detect Magic, Constant—Water Walk (DC 16), At will—Create Water, At will—Invisibility (DC 15), At will—Plane Shift (DC 20), At will—Purify Food And Drink (DC 13), At will—Quench, 5/day—Control Water, 5/day—Gaseous Form, 5/day—Obscuring Mist, 5/day—Water Breathing (DC 16), 3/day—See Invisibility, 1/day—Persistent Image, 1/year—Wish (DC 22)
Details
Type
Outsider
Alignment
CN
Size
Large
Environment
any (Plane of Water)
Organization
solitary, pair, company (3-6), or band (7-12)
Treasure
standard (masterwork trident, other gear)
Senses
darkvision 60 ft.; Perception +17
Languages
Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
22 House/Core 1 Recognized publisher
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Natural Attack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Water Walk (Spell) — core content under OGL 1.0a
  • Knows spell: Create Water (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Purify Food And Drink (Spell) — core content under OGL 1.0a
  • Knows spell: Quench (Spell) — core content under OGL 1.0a
  • Knows spell: Control Water (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Obscuring Mist (Spell) — core content under OGL 1.0a
  • Knows spell: Water Breathing (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Persistent Image (Spell) — core content under OGL 1.0a
  • Knows spell: Wish (Spell) — core content under OGL 1.0a
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