Marid Species in Faerûn | World Anvil
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Marid

Overview

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 a 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.    

Marid CR: 11 (7,200 XP)

Large elemental, chaotic neutral
Armor Class: 17
Hit Points: 229 (17d10 + 136)
Speed: 30 ft , fly: 60 ft , swim: 90 ft

STR

22 +6

DEX

12 +1

CON

26 +8

INT

18 +4

WIS

17 +3

CHA

18 +4

Saving Throws: Dex +5, Wis +7, Cha +8
Damage Resistances: Acid, Cold, Lightning
Senses: Blindsight 30 feet, Darkvision 120 feet, Passive Perception 13
Languages: Aquan
Challenge Rating: 11 (7,200 XP)

Amphibious. The marid can breathe air and water.   Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.   Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

Multiattack. The marid makes two trident attacks.   Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 2d6 + 6 piercing damage, or 2d8 + 6 piercing damage if used with two hands to make a melee attack.   Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 6d6 bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
16 to 18 feet
Average Weight
1,000 pounds

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