Archives of Nethys

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Template Grafts | Universal Monster Rules


Aliens in the "Genie" Family


Genie, Marid

Source Starfinder #18: Assault on the Crucible pg. 55

Marid CR 9

XP 6,400
CN Large outsider (aquatic, extraplanar, water)
Init +4; Senses darkvision 60 ft.; Perception +17


HP 145
EAC 22; KAC 24
Fort +11; Ref +11; Will +10
Defensive Abilities water mastery


Speed 20 ft., swim 60 ft.
Melee slam +22 (2d10+15 B; critical knockdown)
Ranged water bolt +20 (5d4+9 B & C; critical blind)
Space 10 ft.; Reach 10 ft.
Offensive Abilities vortex (4d6+9 B, DC 16, 1/10 minutes)
Spell-Like Abilities (CL 9th)
1/year—wish (for non-genies only)
1/day—holographic image (4th level, DC 17)
3/day—invisibility, see invisibility
At will—arcane sight, fog cloud, life bubble, plane shift (willing targets to Elemental Planes, Astral Plane, or Material Plane only)


STR +6; DEX +4; CON +4; INT +2; WIS +2; CHA +3
Skills Athletics +22, Diplomacy +17, Mysticism +17, Sense Motive +17, Stealth +17
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Other Abilities amphibious, change shape (humanoid)
Gear gold AbadarCorp travel suit


Environment any (Plane of Water)
Organization solitary, pair, company (3–6), or band (7–12)

Special Abilities

Water Bolt (Su) As a standard action, a marid can emit a bolt of heat-sapping water in a 60-foot line. The marid can choose whether or not this line of water deals damage. Regardless, the line ends the burning condition on any creature it hits and puts out fires in its area. If a fire is magical, it goes out only if its creator is of a CR or level equal to or lower than the marid’s CR.
In addition, the marid can cause the bolt to be continuous. Doing so has no additional effect on targets already within the line, but anything that moves across the line is attacked using the original attack roll and damage. A target the line hits but doesn’t damage blocks the line as normal. If an existing blockage is removed, the line extends out to its maximum range unless blocked anew, and it can damage creatures and objects it failed to reach previously. The marid can’t damage a target more than once per round with this continuous line. If the marid moves from where the line was initiated, the line ends immediately.

Water Mastery (Ex) Waterborne creatures take a –1 penalty to attack and damage rolls against a marid.


While they are powerful elemental outsiders, marids are also among the most freewheeling, fun-loving, and capricious of genies. Others among their extraplanar kin—especially efreet and shaitans—see marids as annoyingly mercurial or embarrassingly frivolous, while marids find their dour counterparts too serious or rigid.

Most marids are passionate about their pursuit of creativity and knowledge, including artistic endeavors, such as dance or storytelling, and scholarly pursuits, such as science or engineering. Curious and outgoing, they also enjoy the company of other peoples. Many travel in search of new experiences, wider audiences, and fellow philosophers; the Material Plane is a common destination, especially watery worlds or moons, such as Kalo-Mahoi.

Marids claim to rule the Plane of Water, but the truth is that they are divided into numerous nations there. Although these states rarely engage in open conflict, they work together equally as rarely. Most ruling marids, usually monarchs, are as individualistic and capricious as the genies they rule. Marid society has complex rules of hospitality, developed over eons, to rein in their worst impulses. They also have a tradition of rewarding those they find worthy. Marids are most likely to grant a wish to another romantic or visionary, but even these whimsical genies use their reality-altering power with great care.

A typical marid stands 16 feet tall and weighs 2,500 pounds.