Marid
A Genie native to the Elemental Plane of Water

Product Number: 2ed Monster Manual
Year Published:	XXXX

Converted from 2nd Edition to 3rd Edition D&D 
by David Fair, dafair@bellatlantic.net
Last Updated: 10/23/2000

Summary of Conversion:	The Marid was not included in the new 3E MM, so I created this conversion using the information in the 2E MM for Genies and comparing to the 3E. This is not a strict, power-for-power conversion, but rather a conversion that uses only the core 3E rules to capture the spirit of the Marid. Abilities have been added where they were new to 3E, and other abilities have been modified or dropped to fit. For more info on their ecology or other info, see the 2nd Ed MM.

Genie, Marid
Large Outsider (Water, Chaos)
Hit Dice:	9d8+18 (59 hp)
Initiative:	+7 (+3 Dex, +4 Improved Initiative)
Initiative:	+8 (+4 Dex, +4 Improved Initiative)
Speed:	30 ft, Swim 60 ft, Fly 40 ft
AC:	17 (-1 Size, +4 Dex, +4 Natural)
Attacks:	Slam +14/+9/+4 melee
Damage:	Slam 1d8+8
Face/Reach:	5 ft x 5 ft / 10 ft
Sp. Attacks:	Spell-like abilities, Drench*, Vortex*, Water Mastery*
Sp. Qualities:	Plane Shift, Telepathy
Saves:	Fort +9, Ref +10, Will +8
Abilities:	STR 21 (+5), DEX 19 (+4), CON 14 (+2), INT 18 (+4), WIS 15 (+2)
Skills:	Concentration (+10), Escape Artist (+12), Intimidate (+9), Listen (+9), Move Silently (+9), Sense Motive (+8), Spellcraft (+8), Spot (+10),
Feats:	Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility
CR:	7
Alignment:	Always Chaotic Neutral

Spell-Like Abilities:	The Marid can perform the following, one at a time, once per day: Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Liquid Form (similar to Gaseous Form), Invisibility, Polymorph Self, and Purify Water.
Marids can use the following up to a total of 7 times per day: Liquid Form, Wall of Force (Fog), Water Breathing, Water Walk.
A Marid can also Create Water at will, and direct it in a jet up to 60 feet long. Those struck by the jet take 1d6, and must make a Reflex save or be blinded for 1d6 rounds.
Marid are immune to water-based spells and have the innate ability to Water Walk, as the spell. They save vs. Cold-based spells at +2 and take -2 points per die of damage. They save vs. Fire-based spells at -1 and take +1 points per die of damage.

* see the explanation for this in the 3E MM, under Water Elemental.