Genie (Marid)
CR 9, CN Large Elemental (extraplanar, water)
Senses: Perception 17, Darkvision 60
Speed: 20 ft., swim 60 ft. Skills: Athletics 15, Insight 17, Persuasion 18, Stealth 15, Arcana 17, Planes 17
Languages: Aquan, Auran, Common, Ignan, Terran, telepathy (100 ft.)
Ability Scores: Str 23 (+10), Dex 19 (+15), Con 18 (+8), Int 14 (+13), Wis 15 (+13), Cha 16 (+14)
INIT: +8 CP: +12 HP: 114 (12d10+48) SA: 12 DC: 22
AC: 23 Touch: 14 Flat-footed: 18 [+5 Dodge, +9 Natural, -1 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Combat Reflexes (ex) - The Genie (Marid) gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Genie (Marid) may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Genie (Marid) does one extra point of damage. The Genie (Marid) must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Water 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 disadvantage on attack.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect, Water Walk
Attacks
- Melee (Natural) - 2 x slams +17 (2d6+6). Reach: 10 ft.
- Melee - 3 x mwk. trident +19 (2d6+9). Reach: 10 ft.
Change Shape (su) - A Marid can shape change shape to take the shape of a water elemental, humanoid, or giant per polymorph level 4.
Alter Self (sp) - This creature can cast Polymoprh as per the level 2 version of the spell.
Vortex (su, Every 10 Min) - This creature can transform itself into a 50-foot tall vortex for 8 rounds. The vortex is 5' wide at the base and 25 feet wide at the top. In vortex form, this creature does not provoke attacks of opportunity, threaten creatures, or make normal attacks. Creatures who come into contact with it must make DEX save to avoid taking 2d6+6 damage from debris. If they fail this save and are smaller than the vortex, they must also make a STR save or be sucked into it. Creatures trapped in the vortex are considered to be grappled (level 2, dominated). They are carried along with it and cannot move on their own. They also automatically take damage again each round. Creatures with a swim speed may make a STR save each round to try to escape the vortex. The vortex obscures all vision beyond 5 feet.
Water's Fury (su) - This creature 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 Dex save reduces the damage by half and negates the blinding effect.
- Spell Like Abilities (1/day)
- Spell Like Abilities (3/day)
- Spell Like Abilities (5/day)
- Spell Like Abilities (At Will)
Environment: Extraplanar (Plane of Water)
Organization: None
Treasure: standard (masterwork trident, other gear)
This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.