AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, –1 size)
Speed 20 ft., swim 60 ft.
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 19), ice storm, see invisibility
1/day—elemental swarm (water elementals only), permanent image (DC 19), persistent image (DC 18)
1/year—grant 1 wish (to nongenies only)
Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
A noble marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the noble marid is touching the ground, the noble marid takes a –4 penalty on attack and damage rolls.
As a standard action, a noble 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 21 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.
A noble marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability, save that it can only be used while the noble marid is underwater; a noble marid cannot leave a body of water while in vortex form.