Size:
Large
Type:
Outsider
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The marid makes one Scimitar attack and one Water Whip attack.
Action
Scimitar
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage.
Action
Water Whip
Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the marid.
Action
Whirlpool
(recharge 5-6)Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17 Dexterity saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
Special
1/day each
conjure elemental (water elemental only), gaseous form, invisibility, major image, plane shift Riptide. If a creature is more than 10 feet away from the marid and it hits the marid with an attack, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet closer to the marid.
Special
3/day each
control water, tongues, water walk, water breathing
Special
Amphibious
The marid can breathe air and water.
Special
At will
create or destroy water, detect evil and good, detect magic, speak with animals (water-based creatures only)
Special
Elemental Demise
If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the marid was wearing or carrying.
Special
Frigid Aura
At the start of each of the marid's turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a melee attack while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17 Constitution saving throw each minute it spends in the aura or gain one level of exhaustion.
Special
Innate Spellcasting
The marid's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Change Shape
Twice per day, a Marid may change its appearance to that of any of the following: Water Elemental, Humanoid, or Giant.
Special
|Change Shape
Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Change Shape
Vortex This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It's a Breath save to avoid being caught by the vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage per round.
Special
|Change Shape
Water Mastery A marid gains +4 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental suffers dis+4 bonus on attack and damage rolls.
Special
|Change Shape
Water's Fury As a standard action, a marid can release a jet of water in a 60-foot line that deals 2d6 bludgeoning damage and blinds the target struck for 1d6 rounds. A Breath save reduces the damage by half and negates the blinding effect.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Casting
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Great Fortitude
Action
Feat 5
Improved InitiativeB
Action
Feat 6
Improved Natural Attack
Action
Feat 7
Power Attack
Action
Melee 1
2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)
Special
1/day
persistent image (DC 18)
Special
1/year-grant 1
wish (to nongenies only)
Special
3/day
see invisibility
Special
5/day
control water, gaseous form, obscuring mist, water breathing
Special
At will
create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench
Special
Constant
detect evil, detect good, detect magic, water walk
Special
Vortex (Su)
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.
Special
Water Mastery (Ex)
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.
Special
Water's Fury (Su)
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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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)
Ability
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.
Ability
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.
Ability
Skewer
The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
trident +21 [+16/+11] (magical, reach 10 feet), Damage 2d8+11 piercing
Offense
Ranged
Circumstance: combat round (ranged)
trident +21 [+16/+11] (magical, thrown 20 feet), Damage 2d8+11 piercing
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Genie
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Trait
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. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Item
+1 striking trident
Language
Aquan
Common
Perception
darkvision
detect alignment
detect magic
wavesense (imprecise) 60 feet
Resistance
fire 10