KING
Marid

Marid

Elemental · Crown of Pride

T4d10Sovereign

Tidal wave sultans, marids command oceans, wishes granted with capricious twists.

Tier 4  ·  Role Sovereign  ·  Pool Vigor 6 / Vitality 26  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1415 base - 1 Sense
Vigor6Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 + d4rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind14+2d4
Sense8-1-d3
Heart14+2d4
Cunning18+4d8
Fate14+2d4

Passives

Passive

Sultan of the Deep

Breathes air and water, swims 90 ft, and needs no food or sleep. Immune to cold and lightning damage.

Maneuvers

Maneuver

Water Prison

One creature within 60 ft makes a Body save (DC 17) or is sealed in a sphere of water: restrained and unable to breathe until it escapes with a Body check (DC 17).

Maneuver

Fog Cloud

A bank of sea fog 60 ft across rolls out from a point within 120 ft, heavily obscuring the area for 10 minutes or until a strong wind clears it.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Tidal Wave

Telegraph · disrupt d6 · Body save

A wave 60 ft long and 20 ft high crashes down a line. Each creature in its path makes a Body save (DC 17): on a failure it takes 4 damage, is pushed 30 ft, and is knocked prone; on a success it takes 1 Vigor damage.

Reactions

Reaction

Crashing Rebuke

When a creature within 30 ft damages the marid, a fist of water answers: the attacker makes a Body save (DC 17) or takes 1 Vigor damage and is pushed 15 ft.

Tactics

GM tactics

Uses Tidal Wave to open combat, soaking the battlefield. Water Prison isolates key threats. Fog Cloud covers retreats. Fights with theatrical boasting and insults, offended by any perceived disrespect.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.