This site is games | books | films


Genie, Marid

By Jean-Joseph Benjamin-Constant - This file was donated to Wikimedia Commons as part of a project by the Metropolitan Museum of Art. See the Image and Data Resources Open Access Policy, CC0,, Marid
By Jean-Joseph Benjamin-Constant – This file was donated to Wikimedia Commons as part of a project by the Metropolitan Museum of Art. See the Image and Data Resources Open Access Policy, CC0,

A Marid is a djinn associated with open waters of the Seas and Oceans where it finds sanctuary.

Marids are often described as the most powerful type of djinn, having especially great powers. They are the most arrogant and proud as well. Like every djinn, they have free will yet could be compelled to perform chores. They also have the ability to grant wishes to mortals, but that usually requires battle, and according to some sources imprisonment, rituals, or just a great deal of flattery.

Fiercly independent genies as hard to control as the ocean itself. Whether in their palaces on the Elemental Plane of Water or in the seas of the Material Plane, marids love to hunt for sport through the depths and gather pearls and other treasures from the sea floor. Those on the Material Plane have another pastime: capsizing ships and drowning sailors.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

Large outsider (Water)
Hit Dice14d8 + 56 (119 hp)
Speed20 ft., Swim 60 ft.
Armor Class30 (+6 armor, +5 Dexterity, +10 natural, -1 size), touch 14, flat-footed 25
Base Attack/Grapple+14/+26
AttackHarpoon +22 melee (2d8 + 13) or harpoon +19 ranged (2d8 + 9) or slam +21 melee (1d10 + 8)
Full AttackHarpoon +22/+17/+12 melee (2d8 + 13) or 2 slams +21 melee (1d10 + 8)
Space/Reach10 ft./10 ft.
Special AttacksDrench, spell-like abilities, vortex, water mastery
Special QualitiesChange shape, Darkvision, Spell Resistance 23, telepathy 200 ft.
SavesFort +13, Ref +14, Will +12
AbilitiesStrength 27, Dexterity 20, Constitution 18, Intelligence 18, Wisdom 17, Charisma 17
SkillsAppraise +21 (+23 gems), Bluff +20, Craft (gem working) +21, Concentration +21, Diplomacy +26, Disguise +3 (+5 acting), Intimidate +5, Knowledge (nobility) +21, Knowledge (the planes) +21, Listen +20, Sense Motive +20, Spellcraft +21, Spot +20, Swim +33
FeatsCleave, Combat Reflexes, Improved Initiative*, Power Attack, Swim-by Attack
Climate/TerrainElemental Plane of Water
OrganizationSolitary, pair or retinue (4-8 marids)
Challenge Rating10
TreasureDouble Standard
AlignmentOften chaotic neutral
Advancement14-28 HD (Large), 29-41 HD (Huge)

Drench (Ex): The marid’s touch puts out all open flames of non-magical origin that are its size category or smaller.

Spell-Like Abilities:

Caster level 14th.

*Genies can plane shift to the Inner, Astral and Material Planes.


Change Shape (Su): A marid can assume the form of any humanoid, giant or aquatic creature its size or smaller.

Vortex (Su): A marid can transform itself into a whirlpool once every 10 minutes and remain in that form for up to 10 rounds. In this form, it can move through the water or along the bottom at its Swim speed.

The whirlpool is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The marid controls the exact height, but it must be at least 10 feet.

A marid’s movement while in whirlpool form does not provoke attacks of opportunity, even if the marid enters the space another creature occupies. Another creature might be caught in the whirlpool if it touches or enters the whirlpool, or if the marid moves into or through the creature’s space.

Creatures one or more size categories smaller than the marid might take damage when caught in the whirlpool and may be swept up by it. An affected creature must succeed on a DC 28 Reflex save when it comes into contact with the whirlpool or take 3d6 points of damage. It must also succeed on a second DC 28 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 1d8 points of damage each round. A creature with a Swim speed is allowed a DC 28 Reflex save each round to escape the whirlpool. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlpool cannot move except to go where the marid carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The marid can have only as many trapped inside a whirlpool at one time as will fit inside the whirlpool’s volume.

The marid can eject any carried creatures whenever it wishes, depositing them wherever the whirlpool happens to be.

If the whirlpool’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter equal to half the whirlpool’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A marid in whirlpool form cannot make melee attacks and does not threaten the area around it.

Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its foe touch the water. If an opponent or marid is landbound, the marid suffers a -4 penalty on attack and damage rolls. (These are not included in the marid’s stat block)


Marids typically carry +1 harpoons and wear +3 sharkskin armor.

Scroll to Top