Agrasug959500true666a8e07-77d3-428f-969f-f7a3e2f6fac6falsefalsefalse01664219444false00
00falsefalsefalsefalsefalseEfreeti84800LELargeoutsider(extraplanar, fire)7darkvision 60 ft., detect magic; Perception +1521, touch 13, flat-footed 17(+3 Dex, +1 dodge, +8 natural, -1 size)95(10d10+40)Fort +7, Ref +10, Will +9710920 ft., fly 40 ft. (perfect)2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18-20)10 ft.10 ft.change size, heatSpell-Like Abilities (CL 11th) Constant-detect magic At Will-plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray 3/day-invisibility, quickened scorching ray, wall of fire (DC 16) 1/day-grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 18)Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15101731Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, Intimidate +15, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.change shape (humanoid or giant, alter self or giant form I)any (Plane of Fire)solitary, pair, company (3-6), or band (7-12)standard (mwk falchion, other gear)This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.GeniePFRPG Bestiary0Change Size (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. Heat (Ex) An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds. Efreet have few allies among geniekind. They certainly hate djinn, and attack them on sight. They hold an equally strong enmity for marids, and view the jann as frail and weak. Efreet often work closely with shaitans, yet even then alliances are temporary at best. A small percentage of efreet are noble. Noble efreet, often called maliks, have 13 Hit Dice and gain the following spell-like abilities: 3/day-fireball, heat metal; 1/day-greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage). A noble efreeti's caster level for its spell-like abilities is 15th. Noble efreet are CR 10.cold0010001fireadultfalsetrue231718121415trueChange SizeSpTwice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.HeatExAn efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.trueBluff19Craftany one14Disguise10Fly13Intimidate15Perception15Sense Motive15Spellcraft14Stealth8trueCombat CastingCombat ReflexesDeceitfulDodgeImproved InitiativeQuicken Spell-Like Ability (scorching ray)true211317800011731falsefalseEssessol11411400trueca7b2532-2967-4118-b734-2f14a2018069falsefalsefalse0895363051false00
-12147483647falsefalsefalsefalsefalseMarid96400CNLargeoutsider(extraplanar, water)8darkvision 60 ft.; Perception +1723, touch 14, flat-footed 18(+4 Dex, +1 dodge, +9 natural, -1 size)114(12d10+48)Fort +10, Ref +12, Will +1010121020 ft., swim 60 ft.2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)10 ft.10 ft.vortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 22), water mastery, water's furySpell-Like Abilities (CL 12th) 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 (liquids only), quench 5/day-control water, gaseous form, obscuring mist, water breathing 3/day-see invisibility 1/day-persistent image (DC 18) 1/year-grant 1 wish (to nongenies only)Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16121934Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Improved Natural Attack, Power AttackCraft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)any (Plane of Water)solitary, pair, company (3-6), or band (7-12)standard (masterwork trident, other gear)This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.GeniePFRPG Bestiary0Water Mastery (Ex) 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. Water's Fury (Su) 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 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based. Vortex (Su) A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability (see page 306 for full details on this special attack), save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the strength of the ocean's currents and teeth made of pearl. A marid stands about 16 feet tall and weighs nearly 2,500 pounds. The marids are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in disguise to seek out new audiences. A small percentage of marids can lay claim to nobility. Noble marids, often called shahzadas, have 14 Hit Dice and gain the following spell-like abilities: 3/day-cone of cold, ice storm; 1/day-elemental swarm (water elementals only), permanent image. A noble marid's caster level for its spell-like abilities is 20th. Noble marids are CR 11.0000011adultfalsetrue231918141516trueWater MasteryExA 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.Water's FurySuAs 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 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.VortexSuA marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability (see page 306 for full details on this special attack), save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.trueCraftany one17Diplomacy18Knowledgeplanes17Perception17Sense Motive17Spellcraft17Stealth15Swim29trueCombat CastingCombat ReflexesDodgeGreat FortitudeImproved InitiativeImproved Natural AttackPower Attacktrue231418900011934falsefalse