Marid Genie [Al-Qadim]

Towering, sea-hued genies who all call themselves royalty, marids wield the strongest magic of the common genie races, lie with creative flair and punish any lesser being who dares interrupt them.

Setting: Al-Qadim

Appearance

Many count marids the grandest of genies, outshining the flighty djinni, earthbound dao and wicked efreeti, though tasked and noble genies may surpass them. They are tall and beautiful, with skin in every shade of ocean, tropical blue to stormy green, darkening as their mood does. Their hair tends toward dark gray or blue-black; rare snow-white manes mark the most chaotic. In water they wear little; ashore they wear loud flowing robes, sheer pantaloons and at most a short vest to show off.

Their limited telepathy reaches any creature of low intelligence or better, making them fine translators if pressed into service. They also speak the common trade tongue and genie, their dialect imperious, roaring like surf on rocks in anger.

Combat

At 26th level, a marid uses liquid form, detect magic, polymorph self, detect invisible, purify water, invisibility and detect evil/good twice a day each, one at a time. Liquid form works like a gaseous form potion but turns it to water for as long as it likes, moving at 18. Seven times daily it can part water, lower water, assume gaseous form, raise a wall of fog or grant others a day of water breathing. Once a year it can alter reality.

At will it creates water as a 60-yard jet that automatically deals 1d6 and may blind for 1d6 rounds (save vs. dragon breath). It water walks as the ring, breathes water and swims at any depth comfortably.

Water spells, including those of the sea province, cannot hurt it. Cold gives +2 saves and -2 per damage die. Open flame is its bane, adding +1 per die and imposing -1 on saves, though heat, boiling water and steam are harmless.

It carries 1,000 pounds untired, up to double for three turns, gaining a turn per 200 pounds below 2,000 (1,600 pounds lasts five turns), then rests six turns and cannot be moved.

Marids go to every elemental plane and the Prime Material, Astral and Ethereal, but mostly stay home; summoning can bring them to the Prime.

Habitat and Society

Every marid claims a title, shah, khedive, mufti, beglerbeg and more, in hopelessly tangled precedence; the truly noble marids rank above them all, and the mortal caliph's noble marid advisor proves his power. Households hold 2d10 marids under a maximum-hit-point leader, plus 4d10 servants, many air-breathers who depend on the marid's gift of water breathing. Groups gather for hunts or raids, but personal glory is what counts.

Their Great Padishah rules from the Pearl Citadel at the heart of the plane, home to the noble marids; few mortals return from it. Marids visit the Prime to frolic in remote places, open seas and stormy jungle coasts, dancing in hurricanes and waterspouts while avoiding lesser races, which means everyone else.

Vain with some justification, they treat fawning as proper manners, yet flattery and bribes guarantee nothing; many take gifts and disappear when the asking starts. They lie creatively and send travelers down the most exciting route. They tell endless tales of their own greatness, and interrupting one is a crime.

Ecology

Marids need not eat or drink but enjoy it; incense in their homes is scented salt dissolved in water. They breathe air as easily as water. Hungry for fine things, some kidnap skilled artisans, a crime the true nobles may punish. They tolerate jann and djinn, dislike efreet and dao, and find humans the most distasteful of beings, though they treat great genie-callers and leaders as near equals.

More: Monsters starting with M · Al-Qadim monsters · All monsters A-Z
Related: Dao Genie [Al-Qadim] · Djinni Genie [Al-Qadim] · Efreeti Genie [Al-Qadim] · Janni Genie [Al-Qadim]

Statistics

Climate/TerrainWater, oceans
FrequencyVery rare
OrganizationPadishate
Activity CycleDay
DietOmnivore
IntelligenceHigh to genius (13-18)
TreasureF
AlignmentChaotic neutral
No. Appearing1
Armor Class0
Movement9, Fl 15 (B), Sw 24
Hit Dice13
THAC07
No. of Attacks1
Damage/Attack4-32 (4d8)
Special AttacksWater jet
Special DefensesWater resistance
Magic Resistance25%
SizeH (18 ft. tall)
MoraleChampion (16)
XP Value15,000