Thursday, 12 May 2022

Monsters: Marid and Dao

Monsters: Marid and Dao

I find it surprising that the dao and marid (earth and water genies, respectively) appear only once in the Manual of the Planes for D&D 3.0. They were never updated to 3.5, which seems weird. But anyway, here's the two genie templates (and there's two more in D&D 3.5). Also, I've never thought that marids are this large.


Dao [Manual of the Planes, page 172]

296 points
Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; Will+2 [10].
Advantages: DR 2 (Tough Skin, -40%) [6]; Doesn’t Eat or Drink [10]; Infravision [10]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Plane Shift: Jumper (Elemental, Material and Astral Planes only, -10%; Magical, -10%) [80].
    Spell-Like Abilities (Alternative Abilities) [60]:
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Lesser Polymorph [20/5=4];
    Personal Digger 1 [42]; 
    Seek Good [21/5=5];
    Simple Illusion 1 [34/5=7].
Disadvantages: Callous [-5]; Selfish (12) [-5].
Creature Type: Outsider (Earth, Evil).

Knowing Your Own Strength [303]
Replace ST+7 (Size Modifier, -10%) [63] with ST+7 [70]

Typical Stats

ST:

17

HP:

17

Speed:

5.25

DX:

10

Will:

12

Move:

5

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

8

Parry:

9 (unarmed)

DR:

2* (tough skin)

    Punch (12): thrust 1d+2 crushing (KYOS: 2d+2 crushing), Reach C-1.
    Plane Shift (10): The dao can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64).
    Spell-Like Abilities (Alternative Abilities):
    Detect Magic (10)
– see GURPS Thaumatology: Sorcery, page 19;
    Lesser Polymorph;
    Personal Digger 1;
    Seek Good (10);
    Simple Illusion 1 (10).


    Traits: Callous; Doesn’t Eat or Drink; Infravision; Selfish (12); Telesend (Magical; Universal); Unaging.
    Skills: Brawling-12; Diplomacy-14; Intimidation-14; Thaumatology-12.
    Creature Type: Outsider (Earth, Evil).

Marid [Manual of the Planes, page 173]

461 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; DX+1 [20]; IQ+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM+2; Will+1 [5]; Per+1 [5].
Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat or Drink [10]; DR 2 (Tough Skin, -40%) [6]; Enhanced Move 1 (Water) [20]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Pressure Support 3 [15]; Speak Underwater [5]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Plane Shift: Jumper (Elemental, Material and Astral Planes only, -10%; Magical, -10%) [80].
    Whirlpool: Crushing Attack 3d (Accessibility, Only in or on the surface of water, -30%; Area Effect, 4 yards, +100%; Double Knockback, +20%; Emanation, -20%; Magical, -10%; No Wounding, -50%; Underwater, +20%) [20].
    Spell-Like Abilities (Alternative Abilities) [35]:
    Create Water 1 [6/5=2];
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Lesser Polymorph [20/5=4];
    Purify Water 5 [5/5=1];
    Seek Evil [21];
    Seek Good [21/5=5].
Disadvantages: Selfish (9) [-7].
Notes: Size 4 hexes.
Creature Type: Outsider (Chaotic, Water).

Knowing Your Own Strength [461]
ST+15 (Size Modifier, -20%) [120] with ST+12 [120]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25 (KYOS: 22)

Speed:

5.5

DX:

11

Will:

12

Move:

5 ground, 5 water

IQ:

11

Per:

12

 

 

HT:

11

FP:

11

SM:

+2

Dodge:

8

Parry:

10 (unarmed)

DR:

2* (tough skin)

    Punch (14): thrust 3d-1 crushing (KYOS: 4d crushing), Reach C-1.
    Plane Shift (11): The marid can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64).
    Whirlpool: When on or in a body of water, the marid can create a whirlpool effect with itself at the center, affecting anything within 8 yards of its position. Roll 3d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the marid.
    Spell-Like Abilities (Alternative Abilities):
    Create Water 1 (11);
    Detect Magic (11)
– see GURPS Thaumatology: Sorcery, page 19;
    Lesser Polymorph;
    Purify Water 5 (11);
    Seek Evil (11);
    Seek Good (11).


    Traits: Amphibious; Doesn’t Breathe (Gills); Enhanced Move 1 (Water); Infravision; Magic Resistance 2 (Improved); Pressure Support 3; Speak Underwater; Telesend (Magical; Universal); Unaging.
    Skills: Brawling-14; Diplomacy-14; Intimidation-14; Thaumatology-12.
    Creature Type: Outsider (Chaotic, Water).

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