Genie, Marid (CR 14/MR 5)

This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.

Mythic Noble Marid (Shahzada) (CR 14/MR 5)
XP 38,400
Pathfinder Roleplaying Game Bestiary
CN Large outsider (extraplanar, mythic, water)
Init +12MF; Senses darkvision 60 ft., keen hearingMA; Perception +19


AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural, –1 size)
hp 202 (14d10+124)
Fort +12, Ref +13, Will +11
Defensive Abilities DR 10/epic


Speed 20 ft., swim 60 ft.
Melee 2 slams +19 (2d6+6) or mwk trident +20/+15/+10 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks dessicating burstMMA, ice globeMA, liquefying touchMA, marine masteryMA, mythic power (5/day, surge +1d8), vortex (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 22), water mastery, water’s fury

Spell-Like Abilities (CL 20th)
Constant—detect evil, detect good, detect magic, water walk
At will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench
5/day—control water, gaseous form, obscuring mist, water breathing
3/day—cone of cold (DC 26), ice storm (DC 25), see invisibility
1/day—elemental swarm (water elementals only), permanent image (DC 27), persistent image (DC 26)
1/year—grant 1 wish (to nongenies only)


Str 23, Dex 19, Con 22, Int 14, Wis 15, Cha 16
Base Atk +14; CMB +21; CMD 36
Feats Combat Casting, Combat Reflexes, Dodge, Great FortitudeMF, Improved InitiativeB, MF, Improved Natural Attack, Mobility, Power AttackMF
Skills Craft (any one) +19, Diplomacy +20, Knowledge (planes) +19, Perception +19, Sense Motive +19, Spellcraft +19, Stealth +17, Swim +31
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (water elemental, humanoid, or giant, alter self, elemental body III, or giant form I), wishmaster


Environment any (Plane of Water)
Organization solitary, pair, or court (1-4 mythic noble marids and 2-8 non-mythic marids)
Treasure standard (large masterwork trident)

Special Abilities

Dessicating Burst (Su) When a mythic marid uses its water’s fury ability, it may draw the water to do so from the creatures around it by expending one use of its mythic power. Every living creature within 20 feet of the mythic marid must make a DC 22 Fortitude save. If the save fails, the target takes 1d3 points of Constitution damage as its fluids are drawn forth, and the damage dealt by the mythic marid’s water’s fury ability that round increases by 1d6; this stacks if multiple creatures fail their saving throws. Oozes, plants, and creatures with the aquatic or water subtype take 1d6 points of Constitution damage on a failed save. Marids are immune to this ability. The save DC is Constitution-based.

Ice Globe (Sp) As a standard action, a mythic marid may expend one use of its mythic power to freeze all water in a 20-ft. radius sphere at a range of 20-ft.. Creatures immersed in water when this ability is used are affected as icy prison (DC 22 Reflex partial). The ice globe lasts until the end of the mythic marid’s next turn, though it can spend one use of mythic power as a move action to extend the globe’s duration for an additional round. Creatures not immersed in water take 1d6 points of cold damage but otherwise suffer no harm. The save DC is Constitution-based.

Keen Hearing (Ex) A mythic marid has preternaturally acute hearing, gaining a +10 bonus on Perception checks involving hearing. This bonus is doubled to +20 in or under water, and when immersed in water it gains tremorsense with a range of 300 feet. In addition, it can expend one use of its mythic power to ignore the miss chance due to concealment for creatures in the water for 1 minute.

Liquefying Touch (Su) A mythic marid may expend one use of its mythic power to liquefy a creature by making a touch attack. On a successful hit, the target is affected by the spell fluid form (DC 22 Fortitude negates). While in this form, the target’s Strength score drops to 1 and it cannot speak. The target reverts to its normal form after 4 rounds unless in a constrained space (like a narrow sewer pipe) in which case it reverts to normal as soon as it has space to do so. Alternatively, a mythic marid can use ability to liquefy objects or creatures comprised of ice or snow, functioning as rusting grasp does against objects or creatures made of iron. The save DC is Constitution-based.

Marine Mastery (Sp) A mythic marid may expend one use of its mythic power to charm up to 30 Hit Dice of aquatic animals within a 100-foot radius (DC 21 Will negates); creatures with more than 10 Hit Dice are immune. A mythic marid may command the creatures to attack, cease attacking, hold position or move in a general direction, but more specific commands cannot be made. The control lasts for 10 rounds, though animals already doing something of interest (attacking an edible creature, for instance) may keep doing so even after control is relinquished. It can use this ability as often as desired, but it cannot have more than 30 Hit Dice of animals charmed at a time. It can use this ability to charm magical beasts with the aquatic or water subtype instead of animals, but such creatures gain a +4 bonus to their saving throw to resist the effect, and each magical beast Hit Dice counts as 2 animal Hit Dice against its maximum, though it can charm magical beasts of up to 10 Hit Dice as well. Non-mythic animals take a -4 penalty on their saving throw to resist this effect. This is a charm effect. The save DC is Charisma-based.

Vortex (Su) A mythic marid can transform into a vortex of swirling, churning water once every 10 minutes. This ability functions identically to the whirlwind ability, save that it can only be used while the mythic marid is underwater; a mythic marid cannot leave a body of water while in vortex form.

Water Mastery (Ex) A mythic marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the mythic marid is touching the ground, the mythic marid takes a –4 penalty on attack and damage rolls.

Water’s Fury (Su) As a standard action, a mythic marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 22 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.

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