Monday, January 3, 2011

General Rules: Monsters - Genie: Marid

Genie: Marid (as adapted from the Manual of the Planes)
Large Outsider (Chaotic, Water)

Hit Dice: 11d8+22 (71 hit points)
Initiative: +3
Speed: 20 feet, swim 60 feet
Armor Class: 19 (-1 size, +3 Dexterity, +7 natural)
BAB/Grapple: +11/+21
Attack: Slam +16 melee (1d8 + 9, bludgeoning, 20 x2)
Full Attack: Slam +16/+11 melee (1d8 + 9, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Spell-like abilities, water mastery, drench, vortex
Special Qualities: Darkvision 60 feet, change shape, cold immunity, plane shift, telepathy, spell resistance 27
Saves: Fortitude +9, Reflex +10, Will +9
Abilities: Str 23, Int 16, Wis 15, Dex 16, Con 14, Cha 15
Skills: Bluff +16, Craft: Any +10, Craft: Any +10, Diplomacy +6, Escape Artist +17, Intimidate +18, Knowledge: Arcana +17, Knowledge: the Planes +17, Listen +16, Move Silently +17, Sense Motive +16, Spellcraft +19, Spot +16
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack
Environment: Any land and underground
Organization: Solitary, company (2 - 4), or band (6 - 15)
Challenge Rating: 9
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: 12 - 15 Hit Dice (Large), 16 - 33 Hit Dice (Huge)
Level Adjustment: N/A

Marids are fiercely independent genies as hard to control as the ocean itself. Whether in palaces on the Elemental Plane of Water or in the seas of the Three Worlds, marids love to hunt for sport though the depths and gather pearls and other treasures from the sea floor. Those in the Three Worlds have another pastime: Capsizing ships and drowning sailors.

Marids look like 16-foot-tall blue-skinned humans. When they deign to wear clothing at all, it is something that won't impede swimming. Some marids dress in finery woven entirely from seaweed, with a brocade of coral and pearls. Like all other genies, all marids are masters of illusion magic, so their appearance can rarely be taken at face value.

Marids can change their moods as capriciously as a calm sea becomes stormy.

Marids speak Anarchic, Aquan, and one of the common languages of the Three Worlds.

Combat
With their wide array of spell-like abilities, marid have a number of ways they can approach a fight. They tend to consider combat as a puzzle, trying different techniques and probing for weaknesses. Every marid knows that it is much safer in the water, so it rarely fights outside its element. Within the waves, the marid is a terror. Its tactics often entail capsizing any enemy ships, then sucking swimmers into a vortex.

Plane Shift (Sp): A marid can enter any of the Elemental Planes, the Astral Plane, of one of the Three Worlds. This ability transports the marid and up to six other creatures, provided they all link hands with the marid. It is otherwise similar to the spell of the same name.

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

Cold Immunity (Ex): Marid are immune to damage from all forms of cold.

Change Shape (Su): A marid can assume the form of any Small, Medium, or Large humanoid or giant.

Spell-Like Abilities: Marid all have the following spell-like abilities. All of these abilities are as the spells cast by a 19th-level sorcerer (save DC 12 + spell level):
  • At will - Create water, detect evil, detect good, detect magic, invisibility, polymorph, purify food and drink (water only), see invisibility.
  • Five times per day - Control water, gaseous form, solid fog, water breathing.
  • Once per day - grant up to three limited wishes (to nongenies only).

Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If the opponent or the marid is landbound, the marid suffers a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block).

A marid can be a serious threat to a ship that crosses its path. It can easily overturn craft less than 55 feet long and stop vessels of up to 110 feet in length. Even ships as long as 220 feet can be slowed to half speed.

Drench (Ex): A marid's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The marid can dispel magical fire it touches as dispel magic cast by an 11th-level sorcerer.

Vortex (Su): The marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 5 rounds. In vortex form, the marid can move through water or along the bottom at its swim speed.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet to 40 feet tall. The marid sets the height of the vortex within that range. creatures smaller than Large might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 19) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. Themarid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter of half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment (see Concealment, pages 152-153 of the Player's Handbook). Those caught in the cloud must succeed at a Concentration check to cast a spell.

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