Genie, Marid

Large Outsider (Water, Chaos)

Hit Dice: 9d8+18 (59 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft, Swim 60 ft, Fly 40 ft
AC: 17 (-1 Size, +4 Dex, +4 Natural)
Attacks: Slam +14/+9/+4 melee
Damage: Slam 1d8+8
Face/Reach: 5 ft x 5 ft / 10 ft
Sp. Attacks: Spell-like abilities, Watery Jet, Water Mastery
Sp. Qualities: Plane Shift, Telepathy
Saves: Fort +9, Ref +10, Will +13
Abilities: Str 21 (+5), Dex 19 (+4), Con 14 (+2), Int 18 (+4), Wis 25 (+7), Cha 25 (+7)
Skills: Concentration (+10), Escape Artist (+12), Intimidate (+9), Listen (+9), Move Silently (+9), Sense Motive (+8), Spellcraft (+8), Spot (+10),
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility

Climate/Terrain:
Any Land
Organization:
Solitary
Challenge Ratings
: 6
Treasure
: Double Standard
Alignment:
Chaotic Neutral
Advancement:
10-13 HD (Large); 14-29 HD (Huge)

Marids are genies from the Elemental Plane of Water.  In the eyes of many Zakharans, they are the most wonderous and powerful of all geniekind.  The marids are said to be born of the ocean, having currents for muscles and pearls for teeth.  They are the most chaotic and individualistic of the genie races, and only rarely deign to serve others.  Marids travel so seldom to the Material plane that many consider marids to be creatures of legend only.

Towering and beautiful, marids are as fair of face as they are powerful of form.  Their skin matches the many colors of the ocean, from the serene blue of tropical waters to the somber greens of a storm-tossed sea.  Skin color changes to reflect the moods of an individual marid.  The darker the creature's mood, the darker the color.  A marid's hair is usually blue-black or dark gray, but a few have tresses as snowy as froth upon a wave.  Such white haired marids are considered the most chaotic of this strong-willed independent race.  In the sea, marids wear little or nothing.  On land they don flowing robes and diaphanous pantaloons.  They eschew shirts, prefering to show off their physique with a short vest (at most).

Marids live in a loose empire ruled by a padisha.  Each marid lays some claim to royalty; they are all shas, atabegs, beglerbegs, or mufty at the very least.  Marids are champion tale-tellers, although most of their tales emphasize their own prowess, and belittle others.

Combat

Spell Like Powers (Sp
):  The Marid can perform the following, one at a time, once per day: Detect Evil, Detect Good, See Invisible, Detect Magic, Liquid Form (similar to Gaseous Form), Invisibility, Polymorph Self, and Purify Water.

Marids can use the following up to a total of 7 times per day: Liquid Form, Wall of Force (Fog), Water Breathing, Water Walk.

Watery Jet (Su): A Marid can also Create Water at will, and direct it in a jet up to 60 feet long. Those struck by the jet take 1d6 hit points of damage and must make a Reflex save or be blinded for 1d6 rounds.

Water Mastery (Ex):   Marid are immune to water-based spells and have the innate ability to Water Walk, as the spell. They save vs. Cold-based spells at +2 and take -2 points per die of damage. They save vs. Fire-based spells at -1 and take +1 points per die of damage.  They can breathe water and have darkvision.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plan or the Material Plane.  This ability transports the genie and up to six other creatures, provided tehy all link hands with the genie.  It is otherwise similar to the spell of the same name.

Telepathy (Sp): A genie can communicate telepathically with any creature within 100 feet that has a language.

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