This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.
XP 6,400 DEFENSE
AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, –1 size) OFFENSE
Speed 20 ft., swim 60 ft.
Constant—detect evil, detect good, detect magic, water walk STATISTICS
Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16 SPECIAL ABILITIESWater 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 minutes. 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. | Variants
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; A noble marid's caster level for its spell-like abilities is 20th. Noble marids are CR 11. Shahzada (CR 11) |