🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

MaridCreature 9


UncommonCNLargeElementalGenieWater
Source Pathfinder Bestiary
Perception +18 (darkvision, wavesense (imprecise) 60 feet; detect alignment, detect magic)
Languages Aquan, Common
Skills Athletics +20, Crafting +16, Diplomacy +19, Nature +18, Performance +16, Society +14, Stealth +18
Str +5, Dex +5, Con +4, Int +1, Wis +3, Cha +3

AC 28; Fort +18; Reflex +21; Will +17;
HP 145
Speed 20 feet (swim 40 feet)
Resistances Fire 10

Trident One Action +21 (+16, +11) to hit (magical, reach 10) 2d8+11 Piercing
Fist One Action +20 (+16, +12) to hit (agile, magical, nonlethal, reach 10) 1d4+11 Bludgeoning
Trident One Action +21 (+16, +11) to hit (magical, thrown 20) 2d8+11 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Wavesense (Imprecise) 60 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Vortex (aura, water)

40 feet Aura


Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.

Change Shape One Action (arcane, concentrate, polymorph, transmutation)

The marid can take on the appearance of any water elemental or humanoid. This ability doesn't change the marid's Speed or its attack and damage bonuses with its Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Rush of Water Two Actions (arcane, evocation, water)

The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 28 basic reflex save). A creature that fails its save is also pushed 10 feet (20 feet on a critical failure).

The marid can't use Rush of Water again for 1d4 rounds.

Skewer One Action

The marid makes a trident Strike, dealing an extra 2d6 Persistent Bleed Damage on a hit (4d6 Persistent Bleed Damage on a critical hit).


Arcane Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Detect Magic (Constant)
1st Level: Detect Alignment (Constant) (Evil or Good Only), Hydraulic Push (At Will), Illusory Object
2nd Level: Blur (At Will)
4th Level: Hallucinatory Terrain, Hydraulic Torrent, Solid Fog
5th Level: Control Water (At Will)
7th Level: Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)


Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean's waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling.

Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers.


A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Genie

The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.