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Genie, Marid (3pp)

This being appears as a powerful and muscled humanoid with bluish-green skin. It is hairless, save for its dark eyebrows. Its hands end in powerful hands complete with elongated nails, and a wicked smile curls from its lips. It stands nearly three times taller than a normal human.

Marid Genie CR 9

XP 6,400
CN Large outsider (extraplanar, water)
Init +8; Senses darkvision 60 ft.; Perception +17


AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, –1 size)
hp 114 (12d10+48)
Fort +10; Ref +12; Will +10


Speed 20 ft., swim 60 ft.
Melee 2 slams +17 (2d6+6) or masterwork trident +18/+13/+8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks vortex (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 22), water mastery, water’s fury
Spell-Like Abilities (CL 12th)

Constantdetect evil, detect good, detect magic, water walk
At-willcreate water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench
5/daycontrol water, gaseous form, obscuring mist, water breathing
3/daysee invisibility
1/daypersistent image (DC 18)
1/year—grant 1 wish (to non-genies only)


Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Base Atk +12; CMB +19; CMD 34
Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Power Attack, Wind Stance
Skills Craft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)
Gear masterwork trident


Vortex (Su)

A marid can transform into a vortex of swirling, churning water once every 10 minutes. This ability functions identically to the whirlwind ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.

Water 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.

Noble Marid

Noble marids are the princes and pashas of the marid homeland. Noble marids have at least 15 HD and gain the following spell-like abilities in addition to the ones listed above:

3/daycone of cold, ice storm;
1/dayelemental swarm (water elementals only), permanent image.

A noble marid’s caster level for its spell-like abilities is 20th. Noble marid are CR 11.