Noble Marid
This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.
Noble Marid (CR 11)
Large Outsider (Extraplanar, Water)Alignment: Chaotic Neutral
Initiative: +8
Senses: Darkvision 60 feet; Perception +18
Speed: 20 feet, Swim 60 feet
Space: 10 feet
Defense
Armor Class: 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)Hit Points: 133 (14d10+56)
Saving Throws: Fort +10, Ref +13, Will +11
Offense
Melee: 2 slams +19 (2d6+6) or mwk trident +20/+15/+10 (2d6+9)Reach: 10 feet
Special Attacks: vortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 23), water mastery, water's fury
Spell-Like Abilities (CL 20th):
- Constant- Detect Evil, Detect Good, Detect Magic, Water Walk
- At Will- Create Water, Invisibility, Plane Shift (willing targets to elemental planes, Astral Plane, or Material Plane only), Purify Food and Drink (liquids only), Quench
- 5/day- Control Water, Gaseous Form, Obscuring Mist, Water Breathing
- 3/day- Cone of Cold (DC 19), Ice Storm, See Invisibility
- 1/day- Elemental Swarm (water elementals only), Permanent Image (DC 19), Persistent Image(DC 18)
- 1/year- grant 1 Wish(to nongenies only)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
23 (+6) | 19 (+4) | 18 (+4) | 14 (+2) | 15 (+2) | 16 (+3) |
CMB +21
CMD 36
Feats: Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Natural Attack, Skill Focus (Perform)
Skills: Craft (any one) +17, Diplomacy +19, Knowledge (planes) +17, Perception +18, Perform (storytelling) +23, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29
Languages: Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Special Qualities: Change Shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)
Special Abilities
Water Mastery (Ex)
A noble marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the noble marid is touching the ground, the noble marid takes a -4 penalty on attack and damage rolls.Water's Fury (Su)
As a standard action, a noble 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 21 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.Vortex (Su)
A noble 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 noble marid is underwater; a noble marid cannot leave a body of water while in vortex form.Ecology
Environment: AnyOrganization: solitary, pair, company (3-6), or band (7-12)
Treasure: standard (masterwork trident, other gear)
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.
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