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The Marid (Green 'P')
=== Num:994 Lev:45 Rar:6 Spd:+10 Hp:75d15 Ac:75 Exp:2000
The marid are said to be born of the ocean, with currents as their muscles and pearls as their teeth. It is normally found on dungeon level 45, and moves quickly. A kill of this creature is worth about 30000.00 points for a 1st level character. It is magical, casting spells which produce water balls, produce water bolts, blink-self or summon a monster; 1 time in 6. It can open doors, bash down doors and push past weaker monsters. It is rarely detected by telepathy. It resists cold and water. it won't evolve. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It may carry an object or treasure. It can hit to attack with damage 9d6, and hit to attack with damage 9d6. (Hengband 1.6.0)

The Marid (L.Blue 'E')
=== Num:1237 Lev:54 Rar:6 Spd:+10 Hp:12d100 Ac:50 Exp:3600
A powerful water elemental, it is eternally angered at humanity. Flee it while you can, for legends tell that a marid cannot be hurt by mere mortals. This evil creature is normally found on dungeon level 54, and moves a bit erratically, and quickly, but is faster or more powerful deeper in the dungeon. Destruction of this creature is worth 194400.00 points for a 1st level character. It is deadly at its native depth. It is magical, casting spells intelligently which produce water bolts, recover mana or summon monsters of the same group; 1 time in 10. It can bash down doors. It is immune to cold, edged and blunt weapons. It resists water. It cannot be stunned, confused, charmed or slept. It tends to overlook intruders, which it may notice from 120 feet. It may carry a good junk item or treasure. It can hit to attack with damage 5d6, hit to attack with damage 5d6, hit to attack with damage 5d6, and hit to attack with damage 5d6. (UnAngband 0.6.2)



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