Huzuz Monsters



Madrid
Genie of Zakara
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Water, oceans
Very rare
Padishate
Day
Omnivore
High to genius (13-18)
F
Chaotic neutral
1
0
9, Fl 15 (B), SW 24
13
7
1
4-32 (4d8)
Water jet
Water resistance
25%
H (18 ft. tall)
Champion (16)
15,000


Marids are the most powerful of all geniekind. While individual tasked genies maywield great power, and the noble genies are both more powerfuland cultured, the average marid stands head and shoulders abovethe flighty djinni, the ground-hugging dao, and the evil efreeti.
arids are genies from the Elemental Plane of Water. In theeyes of many Zakharans, they are the most wondrous andTowering and beautiful, marids are as fair of face as they are powerful of form. Their skin matches the many colors of the ocean, from the serene blue of tropical waters to the somber greens of a storm-tossed sea. Skin color changes to reflect the moods of an individual maridŠthe darker the creature™s mood, the darker the color. A marid™s hair is usually blue-black or dark gray, but a few have tresses as snowy as froth upon a wave. Such white-haired creatures are considered the most chaotic of this strong-willed, independent race.
In the sea, marids wear little or nothing. On land, they don flowing robes and diaphanous pantaloons. They eschew shirts, preferring to show off their physique with a short vest (at most). Often, a marid™s garb is in the flashiest, most outrageous colors possible, calling attention to the richness and power of the genie. Marids have the limited telepathy common to most genies, enabling them to converse with any intelligent being (low intelligence or better). These genies make excellent translators if they can be impressed into service. Marids also speak Midani and the native tongue shared by all geniekind. The marid dialect of that tongue can sound imperious, for the vocalizations of a marid™s full wrath are akin to storm waves breaking on a rocky cliff.
Combat: Marids are extremely magical creatures, and they perform as 26th-level wizards when using their spell-like abilities. They can use each of the following powers twice per day, one at time: detect evil/good, detect invisible, detect magic, invisibility, polymorph self, purify water, and assume liquid form. The last is similar in effect to the potion of gaseous form, except the marid becomes a liquid as opposed to a gas, and the duration is as long as the marid wills it to be. The liquid form moves at a speed of 18.
In addition to the abilities noted, marids can perform any of the following up to seven times per day: assume gaseous form, lower water, part water, wall of fog as well as bestow water breathing upon others. This bestowal grants the recipient the ability to breathe underwater for up to a full day.
At will, marids can create water and use it as a weapon. They fashion a powerful jet up to 60 yards long, which automatically inflicts 1d6 points of damage upon whomever it strikes. In addition, it may cause blindness for 1d6 rounds (a saving throw vs. dragon breath is allowed). Once per year, marids can alter reality. These genies can also water walk at will, as for the magical ring of the same name. They can breathe underwater naturally, and can swim at any depth without discomfort.
Marids cannot be harmed by water-based spells, including magics from the elemental province of the sea. Resistant to cold, these genies gain a +2 bonus to saving throws vs. cold-based attacks. Further, each die of damage from such attacks is reduced by -2. Fire-based attacks are a marid™s bane, however, inflicting +1 per die of damage, and causing a -1 penalty to the marid™s saving throw. These penalties apply only when the marid is exposed to open flame; mere heat, boiling water, and steam have no effect. A marid can carry 1,000 pounds without tiring. It can carry up to twice that amount for three turns before it™s fatigued. For every 200 pounds under 2,000, the marid™s endurance increases by one turn. (For example, a marid can carry 1,600 pounds for five turns.)
Once fatigued, the marid must rest for six turns, and cannot be budged during this period. Interplanar Travel: Like most genies, marids can travel freely to any of the elemental planes, as well as to the Prime Material Plane.