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There is a Remastered version here.

PFS StandardMarid

Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean’s waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling.
Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers.

Recall Knowledge - Elemental (Arcana, Nature): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak MaridCreature 8

Legacy Content

Uncommon CN Large Elemental Genie Water 
Source Bestiary pg. 165
Perception +18; darkvision, detect alignment, detect magic, wavesense (imprecise) 60 feet
Languages Aquan, Common
Skills Athletics +18 (+22 to swim), Crafting +14, Diplomacy +17, Nature +16, Performance +14, Society +12, Stealth +16
Str +5, Dex +5, Con +4, Int +1, Wis +3, Cha +3
Items +1 striking trident
AC 26; Fort +16, Ref +19, Will +15
HP 125; Resistances fire 10
Vortex (aura, water) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +19 [+14/+9] (magical, reach 10 feet), Damage 2d8-2+11 piercingMelee [one-action] fist +18 [+14/+10] (agile, magical, nonlethal, reach 10 feet), Damage 1d4-2+11 bludgeoningRanged [one-action] trident +19 [+14/+9] (magical, thrown 20 feet), Damage 2d8-2+11 piercingArcane Innate Spells DC 26 (-4 dmg); 7th plane shift (at will; to Astral Plane, Elemental Planes, or Material Plane only); 5th control water (at will), hallucinatory terrain; 4th hydraulic push (at will), hydraulic torrent, solid fog; 2nd blur (at will), illusory object; Constant (5th) detect magic; (1st) detect alignment (evil or good only)
Change Shape [one-action] (arcane, concentrate, polymorph, transmutation) The marid can take on the appearance of any water elemental or humanoid. This ability doesn’t change the marid’s Speed or its attack and damage bonuses with its Strikes.Rush of Water [two-actions] (arcane, evocation, water) The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 26 basic Reflex save). A creature that fails its save is also pushed 10 feet (20 feet on a critical failure). The marid can’t use Rush of Water again for 1d4 rounds.Skewer [one-action] The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).

Sidebar - Advice and Rules Marid Shahzadas

Marid shahzadas grant wishes in ways that amuse them. They add the following to their innate spells: 5th cone of cold (at will), illusory creature (Ă—2).

All Monsters in "Genie"

NameLevel
Djinni5
Efreeti9
Faydhaan Shuyookh14
Gennayn2
Ifrit Shuyookh14
Jaathoom Shuyookh10
Jabali Shuyookh12
Jann Shuyookh9
Janni4
Kizidhar6
Kizidhar Shuyookh11
Marid9
Shaitan7
Zuhra8
Zuhra Shuyookh13

Genie

Source Bestiary pg. 162
A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.

Genie Nobles

Genie nobles with titles unique to their kind (as detailed in each sidebar) rule genie society. Genie nobles are generally at least 5 levels higher than a typical example of their kind. In addition to the increased statistics afforded by their higher levels, genie nobles gain additional spells. But the most wondrous (and notorious) of a genie noble’s powers is their ability to grant wishes. Any genie noble (save for jann, who lack this power) can grant a mortal or undead creature up to three wishes within a year’s time. Many unscrupulous creatures compel genie nobles to serve them, tricking them or entrapping them with magic. However, once a genie noble grants a third wish to a single creature, they are freed from service to that creature forever.