A spirit in the form of a beautiful woman, often found near lakes and springs. Undine has no body of her own, and exists instead as the amalgamation of numerous smaller, feeble spirits. It is said that she attacks humans who pass by water in hopes of gaining a body of her own. There is also a legend that says Undine, beloved by humans, is capable of capturing souls, and stories of her stealing the hearts of young men can be heard all around the world.
Undine (CR 5)
CN Medium Fey (Water)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
AC 20, touch 17, flat-footed 15 (+2 deflect, +4 dex, +1 dodge, +3 natural)
hp 37 (6d6+18)
Fort +6, Ref +11, Will +9
DR 10/magic; Immune critical hits, poison, sneak attacks, water; Strong Fire
Speed 30 ft., swim 120 ft.
Melee Slam +3 (1d6 plus 1d6 water damage)
Spells Known (FC CL 6th, Concentration +9)
Str 10, Dex 18, Con 16, Int 16, Wis 14, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Combat Casting, Dodge
Skills Acrobatics +13, Bluff +11, Escape Artist +13, Knowledge (arcana, nature) +12, Perception +11, Sense Motive +11, Spellcraft +12, Stealth +13
Languages Aquan, Slyvan, Undercommon
SQ Liquid Form
Liquid Form (Su)
An undine is always in liquid form. She gains immunity to critical hits, poison, and sneak attacks. She also has DR/10 magic. She retains her own base speed, and her swim speed doubles to 120 feet.
Congeal Water (Su)
1/day, the undine can surround a creature in a thin layer of magically viscous water. A target that fails the Reflex save (DC 14) becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).
Unearthly Grace (Su)
An undine adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC.