This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.
Noble Marid Bard 10 CR 16
Speed 20 ft., swim 60 ft.
Melee 2 slams +26 (2d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks vortex (1/10 minutes, 10-50 ft. tall, 2d6+6 damage, DC 23), water mastery, water’s fury
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect evil, detect good, detect magic, water walk
At will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink, quench
5/day—control water, gaseous form, obscuring mist, water breathing
3/day—quickened cone of cold, ice storm, quickened quench, see invisibility
1/day—elemental swarm (water elementals only), permanent image, persistent image (DC 22)
1/day—grant one wish (to nongenies only)
Bard Spells Known (CL 10th; concentration +17)
4th (2/day)—dimension door, modify memory (DC 21)
3rd (5/day)—confusion (DC 20), displacement, glibness, haste
2nd (6/day)—cure moderate wounds, detect thoughts (DC 19), mirror image, suggestion (DC 19), tongues
1st (7/day)—charm person (DC 18), cure light wounds, grease (DC 18), identify, obscure object
0—dancing lights, ghost sound (DC 17), mage hand, mending, message, prestidigitation
Morale If a battle begins, she fights to the death.
Str 23, Dex 23, Con 16, Int 17, Wis 17, Cha 24
Base Atk +21; CMB +28; CMD 45
Feats Ability Focus (water’s fury), Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Improved Natural Attack, Mobility, Power Attack, Quicken Spell-Like Ability (cone of cold, quench), Spring Attack, Whirlwind Attack
Skills Acrobatics +34, Diplomacy +34, Escape Artist +29, Knowledge (history) +35, Knowledge (planes) +35, Knowledge (religion) +35, Perception +30, Perform (dance) +34, Perform (oratory) +34, Sense Motive +34, Spellcraft +26, Stealth +28, Swim +38
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ bardic performance (29 rds. [countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion]), change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I), jack-of-all-trades, lore master (take 20 1/day), versatile performance (dance, oratory, sing), well-versed
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.
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 22 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.
A marid can transform into a vortex of swirling, churning water once every 10 minutes. 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.
Pathfinder 23 – The Impossible Eye. © 2009, Paizo Publishing, LLC; Author: Greg A. Vaughn.