Marid

CREATURE 9

uncommon cn large elemental genie water 

Perception +18; darkvision, detect alignment, detect magic, wavesense (imprecise) 60 feet

Languages Aquan, Common

Skills Athletics +20 (+24 to swim), Crafting +16, Diplomacy +19, Nature +18, Performance +16, Society +14, Stealth +18

Str +5 Dex +5 Con +4 Int +1 Wis +3 Cha +3

Items +1 striking trident

AC  28; Fort +18, Ref +21, Will +17

HP 145; Resistances fire 10

Vortex (aura, water) 40 feet. 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.

Speed 20 feet, swim 40 feet

Melee [>] trident +21 (magical, reach 10 feet), Damage 2d8+11 piercing

Melee [>] fist +20 (agile, magical, nonlethal, reach 10 feet), Damage 1d4+11 bludgeoning

Ranged [>] trident +21 (magical, thrown 20 feet), Damage 2d8+11 piercing

Arcane Innate Spells DC 28; 7th plane shift (at will, to Astral Plane, Elemental Planes or Material Plane only); 5th control water (at will), hallucinatory terrain; 4th hydraulic push (at will), hydraulic torrent, solid fog; 2nd blur (at will), illusory object; Constant (5th) detect magic; (1st) detect alignment (evil or good only)

Change Shape [>] (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.

Rush of Water [>>] (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 [>] The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).

Bestiary, page 165. Expanded in LOIL.

Open Marid in the interactive creatures list or browse all creatures starting with M.