MARID


(left = marid)

FREQUENCY: Very rare <(Rare on the Elemental Plane of Water)>
FREQUENCY: Very rare ([Dungeon Level VIII])
FREQUENCY: Common ([Ethereal Plane])
 

NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 9" / 15" // 24" (MC: B) /// <[plane shift]: [Astral], [Ethereal], or [Prime Material] only> <theory>
HIT DICE: 13
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 8-32
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 25%
INTELLIGENCE: High to genius
ALIGNMENT: Chaotic
SIZE: L (18' tall)
LEVEL/X.P. VALUE: VIII | 5000

A marid is the most powerful of all geniekind (see "Dao", "Djinni", "Efreeti", and "Jann".) <link>
They are formed of material from the [Elemental Plane of Water].
On their own plane they are rare; <e?>
marids seldom come to the [Prime Material Plane].
<>

Their magical properties allow them any of the following spell-like powers, 1 at a time,
twice each per day: <well, of course one at a time. maybe, re-format to 2 per day ?>
detect evil/good, <lnk>
[detect invisible],
[detect magic],
become invisible, <lnk>
assume liquid form (similar to assume gaseous form), <link, this could be a hidden spell (cf. WSC), discoverable through spell research, in theory>
[polymorph self],
[purify water]. <link>
<space>

Marids can do the following up to 7 times per day: <this is a good format for the above pp>
assume a gaseous form, <see note above>
[lower water],
[part water],
create a [wall of fog],
bestow [water breathing] upon others for up to 1 full day.
<space>

Marids can always [create water],
which they can direct in a powerful jet up to 6" long which causes both blinding effect upon the individual struck (saving throw applies) and from 1-6 points damage
and
[water walk] (as ring by the same name). <actually, edit, and link to C3 spell, check for reference to spell at the ring>
<space>

Once per year, a marid can use an [alter reality].
<space>

Marids perform at a level of spell use equal to 26th. <in theory, links to level-specific spell summaries, at bottom, could be made>
<space>

It is possible for a marid to freely carry 10,000 gp in weight.
Double this weight causes tiring in but 3 turns. <WSG link?>
For every 2000 gp weight under 20,000,
add 1 turn to the the length of carrying ability,
i.e.,
12,000 gp weight can be carried for 8 turns before tiring occurs.
A tired marid must rest for 6 turns.
<a table could be made, to quicken things>
<space>

Note that marids swim very fast <(24")>.
<space>

Of course they can breathe water and are at home at any depth.
<space>

They have both infravisual and ultravisual capabilities. <links>

Marids are not harmed by water-based spells.
Cold-based spells allow them +2 on saving throws and -2 on each die of damage.
Fire does +1 per die of damage, with saving throws at -1.
Note that steam does not harm them.

Marids tolerate [djinn] but do not particularly like them.
The same is true of janee. <link, note plural at jann>
Daos and efreet are disliked. <link>
<space>

Marids are loosely ruled by a padisha, <wfont> <(relates to: Great King)>
for they all claim to be shahs, <wfont> <(relates to: Kings)>
atabegs, <wfont> <(relates to: 'Nobles')>
beglerbegs, <wfont> <relates to: 'Governor-General' || head of a State || head of a Province>
or mufti at the very least. <wfont> <relates to: cleric, interpreter of Islamic law>

The race of marids is very independent and egoistic. <semantic, less words: edit race?>
Forcing a marid to serve is a very difficult task.
Bribery and flattery may be slightly more successful,
but marids can never be relied upon.
Marids speak all languages through a form of [ESP].

The Astral, [Ethereal], and [Prime Material] Planes are all open to marids. <check links> <see note at movement>

The Marids: The marids are said to be born of the ocean, with
currents as their muscles and pearls as their teeth. They are the
handsomest and most powerful race of geniekind. <revise image>
They are also the most individual and chaotic of the elemental races, and only
rarely deign to serve others. Many Prime Material regions consider
marids to be creatures of lejend only.

    Marids live in a loose empire that is ruled by a padisha, but
each marid lays some claim to royalty and there have often been
several "true heirs" to the padisha's throne simultaneously
through the eons. A marid household numbers 2d10 and is
located around loosely grouped elemental pockets containing
the basic necessities for marid life. Large groups of marids gather
for hunts and jousts, during which individual effort is heavily
emphasized.

    Marids tolerate their genikind relatives, putting up with the
jannee and djinn like poor cousins, while evincing much hatred of
the efreet and dao. Their attitude toward the REST of the world is somewhat
similar; most creatures from other planes are lesser beings,
not to be bothered with unless one lands in your feast-hall at an
inopportune time.

    Marids are champion tale-tellers, though most of their tales
emphasize their own prowess and belittle others. When communicating
with a marid, one must attempt to keep the conversation
going without continual digression for one tale of might or
another, while not offending the marid. (Marids consider it a capital
offense for a lesser being to offend a marid.) Marids are not
easily forced to perform actions; even if convinced (usually
through flattery and bribery) to obey, they often stray off their
intended courses to seek some other adventure that promises
greater glory, or to instruct lesser creatures on the glories of
maridkind. Most mages skilled in summoning and conjuration
consider marids to be more trouble than they are worth, which
accounts for the great lack of marid-controlling items (as
opposed ot those affecting efreet and djinn).

- Manual of the Planes