Amphibious. The marid can breathe air and water.
Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the dao was wearing or carrying.
Spellcasting. The marid uses Primal (Cha) to cast spells (spell save Difficulty 16, +8 to hit with spell attacks). It has 11 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
3/day: comprehend languages (augmented to tongues)
Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise spell at will, often with a longer duration than is normal for that spell.
Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.
To be granted a wish, a creature within 10 meters of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.
Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 1 m. or range 5/20 m. Hit: 15 (2d8 + 6) piercing damage, or 17 (2d10 + 6) piercing damage if used with two hands to make a melee attack.
Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 1 m. or range 3/10 m. Hit: 11 (2d4 + 6) piercing damage.
Water Jet (1/turn). The marid magically shoots water in a 10-meter cone or line. Each creature in that line must make a Difficulty 16 Reflex saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 4 meters away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.