Marid
Creature 9 (uncommon) — elemental, genie, water
Pre-Remaster content. May include legacy alignment.
CrasherSniperAQUATICLANDelementalgeniewater
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, a
Source: pathfinder-bestiary (Pre-Remaster)
Perception +18; darkvision, wavesense (imprecise) 60 feet; detect magic
Languages common, thalassic
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 Trident
AC 28
Fort +18
Ref +21
Will +17
HP 145
Resistances fire 10
Speed 20 feet, swim 40 feet
Offense
Melee Trident (magical, reach-10) +21, Damage 2d8+11 piercing
Melee Fist (agile, magical, nonlethal, reach-10, unarmed) +20, Damage 1d4+11 bludgeoning
Ranged Trident (magical, thrown-20) +21, Damage 2d8+11 piercing
Abilities
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.
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. 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 (arcane, concentrate, polymorph) — 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.
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 (arcane, water) — The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 28 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.
The marid can't use Rush of Water again for 1d4 rounds.
Skewer — The marid makes a trident Strike, dealing an extra 2d6 bleed on a hit (4d6 bleed on a critical hit).
Arcane Innate Spells DC 28, attack +20
7th Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)
5th Control Water (At Will)
4th Hallucinatory Terrain, Hydraulic Torrent, Solid Fog
2nd Blur (At Will)
1st Detect Alignment (Constant) (Good or Evil Only), Hydraulic Push (At Will), Illusory Object
Cantrips (7th) Detect Magic (Constant)
WORKS WELL WITH
AnvilAQUATIC / LANDA durable front-liner holds the engagement so this reach-weapon combatant can freely alternate between melee strikes and its line blast.
SnareAQUATIC / LANDA controller that lines targets up turns the water blast into a hit against several party members at once.
WeaverAQUATIC / LANDA caster adds save pressure that compounds with the water blast's own reflex save, straining the same defense twice.
PUNISHES
✖ clumping✖ melee crowding in water✖ low Reflex
Avoid pairing with another line-effect blaster, since overlapping reflex-save lines let a single successful save blunt both attacks at once.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Marid in the encounter builder — free, no install.
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