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Genie
Converted by David Fair dafair@bellatlantic.net

The new Monster Manual is missing the Dao and the Marid (the Genies from the Earth and Water Planes respectively). Here is my interpretation of their 3E stats. For more info on their ecology or other info, see the 2nd Ed MM.

Dao
Large Outsider (Earth, Evil)
Hit Dice:    8d8+24 (50 hp)
Initiative:    +7 (+3 Dex, +4 Improved Initiative)
Speed:    30 ft, Burrow 20 ft
AC:    17 (-1 Size, +3 Dex, +5 Natural)
Attacks:    Slam +12/+7/+2 melee
Damage:    Slam 1d8+7
Face/Reach:    5 ft x 5 ft / 10 ft
Sp. Attacks:    Spell-like abilities, Earth Mastery*
Sp. Qualities:    Plane Shift, Telepathy
Saves:    Fort +9, Ref +8, Will +8
Abilities:    STR 21 (+5), DEX 17 (+3), CON 16 (+3), INT 12 (+1), WIS 15 (+2)
Skills:    Concentration (+10), Escape Artist (+8), Intimidate (+9), Listen (+9), Move Silently (+10), Sense Motive (+8), Spellcraft (+8), Spot (+10),
Feats:    Combat Casting, Combat Reflexes, Dodge, Improved Initiative
CR:    6
Alignment:    Always Neutral Evil

Combat:

Spell-Like Abilities:    The Dao can perform the following, one at a time, once per day: Change Self, Detect Good, Detect Magic, Gaseous Form, Invisibility, Misdirection, Passwall, and Wall of Stone. Dao can use Soften Earth and Stone and Meld Into Stone three times per day. Dao are immune to earth-based spells. Dao take double effect from Holy water.

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

Marid
Large Outsider (Water, Chaos)
Hit Dice: 
   9d8+18 (59 hp)
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 of 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.

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