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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.

Tome of Horrors Complete
Support Open Gaming
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.