tsr02016 Monster Manual II by Unknown
Author:Unknown
Format: epub
MARID MASTIFF, SHADOW FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 0 MOVE: 9"/15"//24" (MC: B) HIT DICE: 13 % IN LAIR: Nil TREASURE TYPE: Nil NO OF ATTACKS: 1 DAMAGE/ATTACK: 8-32 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 25% INTELLIGENCE: High to genius ALIGNMENT: Chaotic SIZE: L (18â tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/X.P. VALUE: VIII/5000 A marid is the most powerful of all geniekind (see "Dao, "Djinni," â Efreeti." and "Jann.â) They are formed of material from the Elemental Pla ne of Water. On their own pla ne they are rare, 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: detect evil/good, detect invisible, detect magic, become invisible, assume liquid form (similar to assume gaseous form), polymorph self, purify water. Mands can do the following up to 7 times per day assume a gaseous form, lower water, part water, create a wall of fog. bestow water breathing upon others for up to 1 full day. Marids can always create water, which they can direct in a powerful jet up to 6â long which causes both blinding effect on the indivudual struck (saving throw applies) and from 1 -6 points damage and water walk (as ring by the same name). Once per year a marid can use an alter reality. Marids perform at a level of spell use equal to 26th. It is possible for a marid to freely carry 10.000 gp in weight. Double this weight causes tiring in but 3 turns. For every 2000 gp weight under 20.000, add 1 turn to the length of carrying ability, i.e., 1 2,000 gp weight can be carried for 8 turns before tiring occurs. A tired marid must rest for 6 turns. Note that marids swim very fast. Of course they can breathe water and are at home at any depth. They have both ultravisual and infravisual capabilities. 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 jannee Daos and efreet are disliked. Marids are loosely ruled by a padisha. for all claim to be shahs, atabegs. beglerbegs. or mufti at the very least. The race of marids is very independent and egoistic. Forcing a marid to serve is a most 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, Elemental, Ethereal, and Prime Material Planes are all open to marids. FREQUENCY: Uncommon NO. APPEARING: 4-16 ARMOR CLASS: 6 MOVE: 18" (9" in bright light) HIT DICE: 4(-1 hp/die in bright light) % IN LAIR: 20% TREASURE TYPE: Nil NO.
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