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Marid

Large Elemental, Chaotic Neutral

Alternate Versions

Size

Hero Forge: 10'4" (XXL)
Lore: Large (16-18 ft.)
Suggested: Large to Gargantuan

Other Monikers

Water Genie

Abilities

- Water jet
- Powerful innate spellcasting
- Cast Wish once per year
- Immense physical strength, constitution
- Immune to water-based magic
- Resistant to acid, cold, lightning
- Amphibious
- Telepathy, Blindsight
- Flight
- Magic Resistance

Appearance

Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.

Home Plane

Elemental Plane of Water

Stat Block

5th Edition:

- dndwiki.io

- DnDBeyond

- Monster Manual (2014)

3.5e:

- d20srd.org

2nd Edition:

- mojobob's website (& Noble Marid)

Description

(From 5th Edition Monster Manual - 2014):


Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet.


Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.


Water Lords. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes.


Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside.


A marid doesn’t expect much from its servants, simply wanting to have them for the prestige. Marids go out of their way to obtain skilled servants, and aren’t above kidnapping mortal artists, entertainers, or storytellers for use in their courts.


Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids.


Marids treat all others — including other genies — as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet.


Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place.


Whimsical Storytellers. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren’t always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath.




(From 3rd Edition Manual of the Planes - 2001):


Marids are fiercely 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. 


Marids look like 16-foot-tall, blue-skinned humans. When they deign to wear clothing at all, it's something that won't impede swimming. Some marids dress in finery woven entirely from seaweed, with a brocade of coral and pearls.


As a group, marids have a much looser social structure than other genies. On the Elemental Plane of Water, there is a loose empire ruled by a padishah, but many marids don't recognize its authority. At any one time, there are a number of heirs vying for the Coral Throne - and many are unwilling to wait for the current padishah's reign to end naturally.


Combat: Every marid knows that it's much safer in the water, so it rarely fights outside its element. But within the waves, the marid is a terror. Its tactics often entail capsizing any enemy ships, then sucking swimmers into a vortex.


Spell-Like Abilities: At will - create water, detect evil, detect good, detect magic, invisibility, polymorph self, purify food and drink (water only), see invisibility; 5/day - control water, gaseous form, solid fog, water breathing; 1/year - limited wish (to nongenies only).


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


A marid can be a serious threat to a ship that crosses its path. It can easily overturn craft less than 55 feet long and stop vessels of up to 110 feet in length. Even ships as long as 220 feet can be slowed to half speed.


Drench (Ex): The marid's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The marid can dispel magical fire it touches as dispel magic cast by an 11th-level sorcerer.


Vortex (Su): The marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 5 rounds. In vortex form, the marid can move through the water or along the bottom at its swim speed.


The fortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet to 40 feet tall. The marid sets the height of the vortez within that range. Creatures smaller than Large might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 19) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed at a second Reflect save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.


If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter of half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away half one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 19) to cast a spell.




(From 2nd Edition AD&D Monstrous Manual - 1991):


The marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and chaotic of the elemental races, and only rarely deign to serve others.


On their own plane they are rare; marids travel so seldom to the Prime Material plane that many consider marids to be creatures of legend only.


Marids live in a loose empire ruled by a padisha. Each marid lays some claim to royalty; they are all shahs, atabegs, beglerbegs, or mufti at the very least. There have often been several simultaneous “single true heirs” to the padisha’s throne through the eons.


A marid household numbers 2d10 and is located around loosely grouped elemental pockets containing the necessities for marid life. Larger groups of marids gather for hunts and tournaments, where individual effort is heavily emphasized.


Marids are champion tale-tellers, although most of their tales emphasize their own prowess, and belittle others. When communicating with a marid, one must attempt to keep the conversation going without continual digression for one tale or another, while not offending the marid. Marids consider it a capital offense for a lesser being to offend a marid.


Marids are both fiercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through flattery and bribery to obey, they often stray from their intended course to seek some other adventure that promises greater glory, or to instruct lesser creatures on the glories of the marids.


Most mages skilled in summoning and conjuration consider marids to be more trouble than they are worth, which accounts for the great lack of items of marid control (as opposed to those affecting efreet and djinn). Marids can travel the Ethereal plane, in addition to those planes to which all genies can travel.


Marids tolerate their genie relatives, putting up with jann and djinn like poor cousins, while they have an aversion to efreet and dao. Their attitude toward the rest of the world is similar; most creatures from other planes are considered lesser beings, not fit to be bothered with unless one lands in the feast hall at an inopportune time.


Combat: Marids perform as 26th-level spellcasters, and can use any of the following magical powers, one at a time, twice each per day: detect evil, detect good, detect invisibility, detect magic, invisibility, liquid form (similar to gaseous form), polymorph self, and purify water. Marids can use any of the following up to seven times per day: gaseous form, lower water, part water, wall of fog, or water breathing (used on others, lasting up to one full day). Once per year a marid can use alter reality.


Marids can always create water, which they may direct in a powerful jet up to 60 yards long. Victims struck by the jet take 1d6 points of damage and must make a successful saving throw vs. breath weapon or be blinded for 1d6 rounds. Marids also have the innate ability to water walk (as the ring).


A marid can carry 1,000 pounds. Double weight causes tiring in three turns. For every 200 pounds under 2,000, add one turn to the time the marid can carry before tiring. A tired marid must rest for one hour.


Marids swim, breathe water, are at home at any depth, and have infravision. They are not harmed by water-based spells. Cold-based spells grant them a +2 bonus to saving throws and -2 to each die of damage. Fire inflicts +1 per die of damage, with saving throws at a -1 penalty. Steam does not harm them.




(from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992):


NOBLE MARID:


Noble marids are masters of the oceans. With currents as their muscles and pearls as their teeth, they are the handsomest and most powerful race of geniekind.


Both huge and hugely powerful, noble marids can assume three forms: gaseous, liquid, and solid. In their watery form noble marid are a rushing current; in their gaseous form they resemble a fog. In their solid, humanoid form they are gigantic, gleefully towering over everyone around them. Their skin shimmers like pink pearls, though occasionally a noble marid will have the luster of either a white or black pearl. Their wispy hair is usually blue-black or dark grey. Noble marids typically stand 22 feet tall and weigh over 8,000 pounds.


Noble marids are always clad in the finest clothes they can afford, but both male and female noble marids enjoy displaying their powerful physiques to intimidate smaller and lesser creatures. Male noble marids prefer to be bare-chested and wear elaborate pantaloons and turbans, while females prefer slit skirts and clever tunics that show only flashes of their pearly skin. Their garments are cut from huge swatches of bright cloth and decorated with as many attention-grabbing jewels and ornaments as they can find. Subtlety is not their strong suit.


Combat: Noble marids’ spell-like abilities function at the 30th level of spell use. Their magic allows them to use any of the following spell-like powers four times per day: detect evil/good, detect invisibility, detect magic, invisibility, assume liquid form, polymorph self, and purify water. Twelve times per day they can assume gaseous form, lower water, part water, create a wall of fog, or bestow water breathing on others for up to one full week. They can cast airy water, control weather, cone of cold, and solid fog once per day. Once per month a noble marid can cast maelstrom. Noble marids can always cast water blast, which they can direct in a powerful jet up to 300 yards long, blinding the individual struck for 1d6 rounds (saving throw versus spell applies) and causing 2d6 points of damage. Marids also have the innate ability to water walk.


A noble marid can freely carry 4,000 pounds in weight. Double this weight causes tiring in three turns. (For every 400 pounds under 8,000, add one turn to the marid’s carrying ability.) A tired marid must rest for six turns. Since marids travel often and widely, they only rarely become attached to enough heavy objects that they cannot carry all they have with them.


Marids are very strong swimmers. They can breathe water and are at home at any depth. They have infravision to 120’. They are unaffected by extremes of water temperature — they are equally comfortable alongside icebergs or in scalding water.


Noble marids are not harmed by water-based spells. Cold-based spells inflict either half or no damage. Fire inflicts +2 points per die of damage, with saving throws at a -2 penalty. Steam does not harm them.


Habitat/Society: Although all marids lay some claim to nobility or even royalty, the truly noble marids are those that serve the padisha and scheme to succeed to the rulership of the empire upon her death. Thus noble marids entirely ignore their lesser cousins unless they in some way affect their standing at court or in the succession. All marids agree that their loose empire is ruled by the padisha, but there have often been several “true heirs” to the padisha’s throne simultaneously through the eons. The court of the Great Padisha of the Marids is called the Citadel of Ten Thousand Pearls, and it is an elaborate and graceful circular reef in warm waters on the Elemental Plane of Water, full of bright corals, corroded copper doorways, giant clams, bubbling air fountains, curtains and carpets of kelp, and schools of every sort of fish. Some of these fish are guardians and others are servants, but all are entirely loyal to the marids. The citadel contains from 2-200 noble marids at any time.


Although most of the Citadel of Ten Thousand Pearls is accessible by swimming through passages and doorways made for the huge marids, there are also many narrow crevices accessible only to small fish or marid in their watery form. These passages connect all the larger areas as well as hollow regions of the citadel not otherwise accessible.


Shafts of sunlight pour into and out of the citadel at apparently random places, but no area is without light unless the padisha wishes it. Some of the deepest interior portions are said to contain the hoarded treasures of the deep, given to the Padisha of the Marids as tribute: gold, shells, corals, the scales of great sea-monsters, and ten thousand pearls of great price. These pearls are of all colors, principally pink, white, grey, and black, and most are said to be fist-sized and lumpy rather than smaller and more perfectly formed.


The Citadel of Ten Thousand Pearls is a resting place for many marid nobles, a place to meet and exchange information before traveling on. Hunts and jousts are often held there, and individual valor is prized. At other times (during unfashionable seasons known only to court “insiders”), the citadel is as abandoned as a ruin.


The traveling household of a noble marid consists of 1-4 noble marids and is always accompanied by 1-8 common marids, who comprise various cousins, vassals, lovers, courtesans, followers, and kinfolk. In many cases (40%), they have also befriended 2-9 (1d8+1) servant creatures from the Elemental Plane of Water. They may have dragon turtle mounts, a squadron of water elemental or triton bodyguards, morkoth advisers, or killer whales as hunting animals. The fickle and wide-ranging tastes of the noble marids make the exact nature of their nonmarid companions unpredictable.


Marids are champion tale-tellers, though most of their tales emphasize their own prowess and belittle others. When conversing with a noble marid, one must attempt to keep the converiation going without continual digression for one tale might or another, while not offending the noble marid. (Marids consider it a capital offense for a lesser being to offend a marid.) Flattery sometimes convinces them to undertake some course of action, but more often than not they stray off their intended course to seek some other adventure that promises greater glory. Bards often win their favor by restructuring all their songs and tales around the glory of the marid. This requires both a quick mind and a strong stomach, however, as the noble marids enjoy waves of praise rather than faint endorsements.


Marids occasionally go on punitive expeditions against the other genies, just to remind them of their power. When they organize a war party, it is usually led by a single noble marid accompanied by 5-50 common marids and 2-20 creatures from the Elemental Plane of Water.


Ecology: Noble marids have the least impact on other races of any of the noble genies; their attitude to the rest of the world is that all other creatures are inconsequential beings. The marids’ own concerns take up so much of their time that they have little effort to waste on what they see as the trivialities and irrelevancies of others. In most cases, this includes common marids as well, which is why almost every marid must declare himself a noble in order to get the attention of the true noble marids. Their absorbtion in their own affairs is a blessing for others, given the dangerous level of power of the marid nobles. When they do want something, noble marids stop at nothing to get it — entire fleets may disappear from the oceans, storms rage, and rivers dry up or overflow.


Mages consider marids more trouble to conjure than they are worth, and the great power of the noble marids and their even greater fickleness makes this doubly true. A conjured and bound noble marid who is released will put aside all other tasks to gain quick vengeance against the mage who stole his freedom.


Great Padisha of the Marids: The Great Padisha of the Marids has hundreds of titles, many of which are copied from her followers or adopted by them. She is the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts.


Her courtiers typically include 1-20 noble marids, 5-500 common marids, and 10-100 visiting creatures of elemental water ranging from tritons to hippocampi to giant seahorses. The Great Padisha has all the abilities of a noble marid, and she has access to all spells of the province of the sea once per day. She is immune to all spells involving water, ice, steam, and electricity. She is subject to a continual detect lie spell, which doesn’t seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn’t allow it to influence her actions as a ruler. The Great Padisha has 30 Hit Dice and maximum hit points.


The current Great Padisha’s appearance is subject to dispute. At times she has ebony skin the color of black pearl, a rounded face, and long tresses of coral red which she has bound about her head like a turban and set with black opals. At other times her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue which reveal either richer cloth or dark skin beneath.


The court meets in the depths of the Citadel of Ten Thousand Pearls. The Pasha prefers to dazzle visitors with an initial display of her command of the seas, including things like unbalancing tides, schools of colorful fish swimming in dazzling patterns, or a display of bizarre luminescent creatures from the darkest recesses of the ocean’s trenches.


The padisha’s whim completely determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha’ir) are given her undivided attention and probed and questioned on every statement they make. Unusual gifts are always appreciated, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding.


The Padisha has kept her position because of her political acumen and skill at maneuvering in the politics of honor, her competitive generosity, and her knack at making the haughty marids feel like members of the same tribe rather than bitter rivals.


Although the Great Padisha has a love of display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political dangers and costs of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times she relocates her entire court, thus preventing any coup while she is away and preoccupied.


When the Great Padisha appears on the Prime Material Plane she always arrives as a localized monsoon, driving ships ashore, drenching the countryside with flooding rains, flattening palms, and whipping up enormous waves. Once she has arrived she generally travels with whales, sea monsters, and entire tribes of intelligent sea creatures such as mermaids and sahuagin.

Sources

- Forgotten Realms Wiki

- 5th Edition Monster Manual (2014)

- DnDBeyond

- 3rd Edition Manual of the Planes (2001)

- 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992)

- 2nd Edition Monstrous Manual  (1991)

- mojobob's website (& Noble Marid)

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