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
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)
Constant—detect evil, detect good, detect magic, water walk
At-will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench
5/day—control water, gaseous form, obscuring mist, water breathing
1/day—persistent 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
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.
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.
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 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:
Environment any (Plane of Water)
Organization solitary, pair, company (3–6), or band (7–12)
Of the common genies, the marid is the strongest and most powerful and least numerous. They hail from the Plane of Water and rarely leave that plane unless called by a spellcaster or at the request of the marid potentate. They are generally friendly toward most other genie races, except efreeti—whom they hate and attack on sight. A marid stands about 16 feet tall nearly 2,500 pounds.
Marid society centers on a great Caliph whose citadel sits at the very center of the Plane of Water (a neat trick considering the infinite dimensions of the plane). The Great Caliph rules all marids and often sends them on missions into the other Elemental Planes or material planes on his behalf.
Marids generally avoid combat, preferring not to waste their time with such trivial things. If cornered or forced into battle, a marid uses his spell-like abilities as well as his water fury attack to disperse its foes. In melee, a marid wields a masterwork trident or pummels his foes with his powerful fists.