Monsters / Genie, Marid

Genie, Marid

CR 9 - 6,400 XP - CN Large Outsider

Stat block

AC23 (touch 14, flat-footed 18)HP114 (12d10+48)SavesFort +10, Ref +12, Will +10Melee2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)Speed20 ft., swim 60 ft.AbilitiesStr 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16BAB / CMB / CMD+12 / +19 / 34Sensesdarkvision 60 ft.; Perception +17Environmentany (Plane of Water)

Combat brain - every behavior cites its line (4 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

aoo-coverage (from feats)
feats: Combat Reflexes - movement through its reach is punished
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +17 - hunts where prey is blind

On-hit riders and breath

water mastery
water's fury
vortex1d8+4DC 22 Reflex

From the entry

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 a -4 penalty on attack and damage rolls. As a standard action, a 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 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based. A 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 marid is underwater; a marid cannot leave a body of water while in vortex form. 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 t...