Marid (CR 9)
Large Outsider (Chaotic and Water)
Alignment: Always chaotic neutral
Initiative: +3 (Dex); Senses: Listen +16 and Spot +16
Languages: Telepathy 100 ft.
AC: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Hit Dice: 11d8+22 (71 hp)
Fort +9, Ref +10, Will +9
Speed: 20 ft., swim 60 ft.
Space: 5 ft./10 ft.
Base Attack +11; Grapple +11
Attack: Slam +16/+11 melee
Full Attack: Slam +16/+11 melee
Damage: Slam 1d8+9
Special Attacks/Actions: Spell-like abilities, water mastery, drench, vortex
Abilities: Str 23, Dex 16, Con 14, Int 16, Wis 15, Cha 15
Special Qualities: SR 27, plane shift
Feats: Cleave; Great Cleave; Power Attack
Skills: Craft (any two) +17, Escape Artist +12, Intimidate +16, Listen +16, Move Silently +17, Sense Motive +16, Spellcraft +17, and Spot +16
Advancement: 12-15 HD (Large); 16-33 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary company (2-4), or band (6-15)
Treasure: Double standard
Manual of the Planes
Change Shape (Su): A marid can assume the form of any Small, Medium, or Large humanoid or giant.
Spell-Like Abilities: At will - create water, detect evil, detect good, detect magic, invisibility, purify food and drink (water only), see invisibility; 5/day - control water, gaseous form, solid fog, water breathing; 1/year - limited wish (to non-genies only).
Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or the marid is landbound, the marid suffers a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A marid can be a serious threat to a ship that crosses its path. It can easily overturn craft less than 55 feet long and stop vessels of up to 110 feet in length. Even ships as long as 220 feet can be slowed to half speed.
Drench (Ex): The marid's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller. The marid can dispel magical fire it touches as dispel magic cast by an 11th-level sorcerer.
Vortex (Su): The marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 5 rounds. In vortex form, the marid can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet to 40 feet tall. The marid sets the height of the vortex within that range. Creatures smaller than Large might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 19) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter of half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment (see Concealment). Those caught in the cloud must succeed at a Concentration check (DC 19) to cast a spell.
Plane shift (Sp): A genie can enter any of the Elemental Planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.