Marid
Level 9Attacks
Abilities
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.
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 marid releases a jet of water in a 60-foot area, 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 .
The marid makes a trident Strike, dealing an extra 2d6 bleed on a hit (4d6 bleed on a critical hit).
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, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers.
A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.