Genie of Zakhara, Marid
Large Outsider (Water, Chaotic)
Hit Dice:		13d8+26(84 hp)
Initiative:	+8(+4  Dex, +4 Improved Init)
Speed:		20 ft., Fly 30 ft.(perfect), Swim 90 ft. 
AC:		20 (-1 Size, +4 Dex, +7 Natural)
Attacks:		Slam +20/+15
Damage:		Slam 1d8+7
Face/Reach:	5 ft. by 5 ft./ 10ft.
Special Attacks:	Spell-like abilities, water  mastery, drench, vortex
Special Qualities:	Plane shift, telepathy
Saves:		Fort +10 , Ref +13 , Will + 10
Abilities:	Str 25, Dex 20, Con 14, Int 15, Wis 14, Cha 14
Skills:		Craft(any one) +18, Concentration +18 , Escape Artist +21, 
		Move Silently +21, Listen +18, Sense Motive +18 , Spellcraft +18,
		 Spot +18
Feats:		Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Power Attack
Climate/Terrain:	Any land
Organization:	Solitary, company (2-4), or band (6-15)
Challenge Rating:	10
Alignment:	NE
Advancement:	14-15 HD (large); 16-30 (Huge)

	Plane Shift(Sp):  A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane.  This ability transports the genie and up to six other creatures, provided they all link hands with the genie.  It is otherwise similar to the spell of the same name.
	Telepathy(Sp):  A genie can communicate telepathically with any creature witin 100 feet that has a language.
	Water Mastery(Ex):  A Marid  gains a +1 attack and damage bonus if both it and its foe touch the water.  If an opponent or marid is landbound, the marid suffers a -4 penalty to attack and damage.  (These modifiers are not included in the statistics block).  
	A marid can pose a serious threat to a ship that crosses its path.  The marid can easily overturn small craft (5 ft of length per Hit Die of the marid), and stop larger vessels(10 feet long per HD).  Even large ships (20ft long per HD) can be slowed to half speed.
	Drench(Ex):  The marid's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of large size or smaller.  The marid can dispell magical fire it touches as dispel magic cast by a sorcerer whose level equals the marid's HD total.
	Vortex(Su):  The marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has.  In vortex form, the marid can move through the water or along the bottom at its swim speed.  
	The vortex is 5ft wide at the base, up to 30 feet wide at the top, and up to 50 feet tall.  
	Creatures one or more sizes smaller than the marid might take damage when caugth up in the vortex and may be swept away.  An affected creature must succed at a Reflex save (DC 20) or take 3d6 damage.  It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round.  A creature that can swim is allowed a Reflex save each round to escape the vortex .  The creature still takes damage, but can leave if the save is successful.  
	The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. 
	If the vortex's base touches the bottom, it creates a swirling cloud of debris.  This cloud is centered on the marid and has a diameter equal to half the vortex's height.  The cloud obscures all vision, including darkvision, beyond 5 feet.  Creatures 5 feet away have one half concealment, while those farther away have total concealment.  Those cought in the cloud must succeed at a Concentration check (DC 20) to cast a spell.  

Combat:  
	Spell-like abilities:  2/day-- detect evil, detect good,  invisibility, polymorph self,  purify water(as purify food and drink but only for water), liquid form(as gaseous form, except the marid becomes a liquid as opposed to a gass, and the duration is as long as the marid wills it to be.  The liquid form swims at 90 ft), detect invisible;  7/day-- gaseous form, control water, waterbreathing.  At will-- Create water, water walk.  1/year--wish(to non-genies only).   These abilites are as the spells cast by a 20th-level sorcerer (save DC 12+spell level).  

Genie of Zakhara, Dao
Large Outsider (Earth, Evil)
Hit Dice:		8d8+16(52 hp)
Initiative:	+7(+3  Dex, +4 Improved Init)
Speed:		20 ft., Fly 30 ft.(perfect), Burrow 25 ft. 
AC:		16 (-1 Size, +3 Dex, +4 Natural)
Attacks:		Slam +13/+8
Damage:		Slam 1d8+5
Face/Reach:	5 ft. by 5 ft./ 10ft.
Special Attacks:	Spell-like abilities, earth  mastery, push
Special Qualities:	Plane shift, telepathy
Saves:		Fort +8 , Ref +9 , Will + 8
Abilities:	Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 14
Skills:		Craft(any one) +13, Concentration +13 , Escape Artist +14, 
		Move Silently +14, Listen +13, Sense Motive +13 , Spellcraft +12,
		 Spot +13
Feats:		Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain:	Any land
Organization:	Solitary, company (2-4), or band (6-15)
Challenge Rating:	10
Alignment:	NE
Advancement:	9-10 HD (large); 10-18 (Huge)

	Plane Shift(Sp):  A genie can enter any of the lemental planes, the Astral Plane, or the Material Plane.  This ability transports the genie and up to six other creatures, provided they all link hands with the genie.  It is otherwise similar to the spell of the same name.
	Telepathy(Sp):  A genie can communicate telepathically with any creature witin 100 feet that has a language.
	Earth Mastery(Ex):  A dao  gains a +1 attack and damage bonus if both it and its foe touch the ground.  If an opponent airborne or waterborne, the dao suffers a -4 penalty to attack and damage.  (These modifiers are not included in the statistics block).  
	Push(Ex): A Dao can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers above in Earth Mastery also apply to the elemental's opposed Strength checks.

Combat:  
	Spell-like abilities: 1/day-- limited wish(to non-genies only), detect good, misdirection, major image, detect magic, invisibility, passwall, wall of stone, change self, gaseous form; 3/day--Transmute rock to mud(or Transmute mud to rock); 6/day--soften earth or stone.  These abilities are as the spells cast by a 20th level Sorcerer (save DC 12 + spell level).