Large Outsider (Chaotic, Water)
Speed: 20 feet, swim 60 feet
Armor Class: 19 (-1 size, +3 Dexterity, +7 natural)
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 27Saves: 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 +16Feats: 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
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.
- 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).
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