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FateTide Tell Your Story
Marid
Large
Genies
2,000 lbs
22
586.59

Body
Mind
Soul
Vitality
178 / 178
Mana
22 / 22
Armor
15
21
Luck
Walking Speed
60
Jumping Speed
30
Swimming Speed
90
Climbing Speed
30
Flying Speed
60
Nightsight
120
Blindsight
30
Spellsight
20
Unhindered Attacks
2
Reach
5
Damage Type Resistance
ST 6 | 16 SP | d9
Language Fluent

Trident
 


  • Natural Armor Natural Armor:
  • Natural Armor +6
    96 0 gp


  • Natural Weapon Natural Weapon(s):
  • Slam (d8)


  • Passive Ability Passive Abilities:
  • Amphibious
    3.24
  • Dust to Dust
  • Healthy Body
    5.73 Requires Skill Tier 3 Fortitude
  • Unyielding Command
    Requires Skill Tier 3 Willpower
  • Restful Body
    Requires Skill Tier 5 Fortitude
  • Living Weapon (d8)
    Requires Skill Tier 5 Natural Weapon Skill
  • Iron Resolve
    40 Requires Skill Tier 5 Willpower

  • Attack Ability Attack Abilities:
  • Crippling Blow
    2.05 250 gp Requires Skill Tier 1 One-Handed Melee Weapon SkillRequires Skill Tier 1 Two-Handed Melee Weapon Skill
  • Palm Burst
    Requires Skill Tier 2 Natural Weapon Skill
  • Trip Attack
    1.63 150 gp Requires Skill Tier 3 One-Handed Melee Weapon SkillRequires Skill Tier 3 Two-Handed Melee Weapon Skill
  • Iron Grip
    11.51 Requires Skill Tier 3 Natural Weapon Skill
  • Fearsome Accuracy
    12.54 1000 gp Requires Skill Tier 5 Throwable Weapon Skill
  • Piercing Strike
    1.67 Requires Skill Tier 5 One-Handed Melee Weapon SkillRequires Skill Tier 5 Two-Handed Melee Weapon Skill

  • Reaction Ability Reaction Abilities:
  • Disarming Parry
    0.95 1000 gp Requires Skill Tier 5 Two-Handed Melee Weapon Skill
  • Thick Hide Absorption, Major
    150 Requires Skill Tier 5 Natural Armor Skill

  • Opportunity Attack Ability Opportunity Attack Abilities:
  • Counter Jab
    Requires Skill Tier 5 Natural Weapon Skill

  • At Will Spell At Will Spell:
  • Create or Destroy Water
    2ap 1 Circle of Transmutation
  • Detect Magic
    2ap 1 Circle of Divination
  • Detect Planar Creatures
    2ap 1 Circle of Divination
  • Disguise Self
    3.4 2ap 1 Circle of Illusion
  • Fog Cloud
    16.83 2ap 1 Circle of Conjuration
  • Purify Food and Drink
    2ap 1 Circle of Transmutation
  • Tongues
    2ap 3 Circle of Divination
  • Water Breathing
    2ap 3 Circle of Transmutation
  • Water Jet
    4.29 2ap 3 Circle of Evocation
  • Water Walk
    3ap 1 Hour 3 Circle of Transmutation

  • Innate Spell Per Long Rest Innate Spell(s) per Long Rest:
  • Control Water
    17.51 1ap 4 Circle of Transmutation
  • Gaseous Form
    2ap 3 Circle of Transmutation
  • Invisibility, Minor
    8.5 2ap 2 Circle of Illusion
  • Plane Shift
    2ap 7 Circle of Conjuration


  • Monster Bit Monster Bits:
  • 1200 Elemental Essence
    2 gp
  • 400 Elemental Shard
    3 gp

Towering and piscine, its attire boasts vibrant vests and billowing pantaloons. With voices soft as sea breezes, they navigate fluidly between elegance and power.

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 slaves and guests reside.

A marid doesn't expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, 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.

Environments: Coast Underwater

Genies
Creature Sub Type
Creature Sub Type

✨ The Enigmatic Genies: Sovereigns of Elemental Might

Genies are awe-inspiring elemental beings whose presence infuses any tale with grandeur, intrigue, and the tantalizing promise of wish fulfillment. These mystical monarchs, born of primal forces and mortal souls, embody power and enigma, making them unforgettable allies or formidable foes in any campaign.

👑 Elemental Emperors

Hailing from the Elemental Planes, genies rule over resplendent palaces that shimmer with otherworldly splendor. Attended by loyal elemental spirits and often enslaved beings, these sovereigns wield authority rivaled only by deities and their fellow genies. Their brilliance matches their might, tempered by an unshakable belief in their own supremacy, which lends them an air of regal arrogance.

🔥 Soul-Wrought Origins

Genies are not born but forged, their essence a fusion of sentient souls and raw elemental power. This melding shapes their humanoid forms, apparent gender, and core traits, tethering their spirits to their mortal origins. Though they mimic mortal appearances, genies are elemental spirits given physical form, leaving behind only their possessions and a whisper of their native element—flame, mist, dust, or breeze—upon their passing. Their creation is a mystery, a sacred alchemy that defies mortal understanding.

🏰 Connoisseurs of Opulence

Genies revel in decadence, their palaces overflowing with sensory delights that mortal minds can scarcely fathom. From jewel-encrusted halls to gardens of eternal bloom, every detail is a testament to their love of luxury. Noble genies, steeped in centuries of wish-granting bargains, have grown particularly indulgent, their haughtiness fueled by the adoration of their attendants and the treasures they amass. To a genie, opulence is not just pleasure—it is proof of their dominion.

🌟 Wish-Weavers and Bargain-Hunters

Renowned for their mastery over their native elements—be it fire, water, earth, or air—genies are most coveted for their ability to grant wishes, a power that bends reality itself. Mortal mages risk everything to bind genies into service, craving the chance to wield such magic. Yet genies are no passive tools; they are cunning negotiators, offering wishes to mortals who possess what they desire—be it rare artifacts, forbidden knowledge, or even fleeting moments of genuine companionship. Every bargain is a dance of motives, with genies ever seeking to tip the scales in their favor.

⚔️ Rivalries of the Exalted

Within the genie hierarchy, noble genies reign supreme, their rarity and power sparking envy among their kin. These elite beings flaunt their superiority, demanding deference and sowing jealousy in equal measure. While lesser genies often bow to their influence, knowing the peril of defiance, they are not bound by loyalty. Some dare to challenge the nobles, risking wrath that could shake the very planes. This intricate web of ambition and pride fuels endless intrigue among their kind.

🙇 Devotees and Dominions

Genies cherish mortal slaves, viewing them as living symbols of their authority. Treated as prized members of their households, slaves are showered with favor—provided they offer unwavering flattery and obedience. Evil genies may wield fear, but even they temper their cruelty, for a broken slave is a useless one. Above all, genies crave worship, basking in the adoration of devotees who elevate them to godlike status. To a genie, every bowed head is a crown upon their brow.

🛡️ Masters of Power

In the world of genies, power is everything. To rule is to thrive; to be ruled is unthinkable. The number of slaves and worshippers at a genie’s command measures their greatness, each one a brick in the fortress of their influence. Genies guard their status with ruthless vigilance, for in their realm, any sign of weakness invites challenge. This relentless pursuit of dominance shapes their every action, from cunning alliances to devastating retribution.

🎭 Legends in the Making

Genies are the stuff of epic sagas, their vast powers and complex motives weaving tales of triumph and tragedy. Adventurers may seek their favor, bartering for wishes that could reshape destinies, or find themselves pitted against a noble genie’s prideful wrath. Whether as enigmatic patrons or prideful adversaries, genies bring unparalleled depth to any campaign, their allure as irresistible as the magic they wield.

  • Speed Types Speed:
  • Walking Speed Walking Speed: +30

  • Senses Special Senses:
  • Nightsight Nightsight: +60
  • Spellsight Spellsight: +20

  • Random Name Table Male Random Name Table Male
  • Names - Genfolk - Male - First

  • Random Name Table Female Random Name Table Female
  • Names - Genfolk - Female - First

  • Random Name Table Last Name Random Name Table Last Name
  • Names - Genfolk - Last

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
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Item Information