This blue-haired, blue-skinned man moves with a liquid grace. His ears are fin-like, and his hands and feet are webbed.
undine Cr 1/2
Undine cleric 1
N Medium outsider (native)
init +1; Senses darkvision 60 f.; Perception +3
AC 17, touch 12, ﬂat-footed 15 (+5 armor, +2 Dex)
hp 8 (1d8)
fort +1, ref +3, Will +5
resist cold 5
Speed 30 f.; 20 f. in armor, swim 30 f.
Melee trident +0 (1d8)
ranged sling +2 (1d4)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +4)
domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—icicle (1d6+1 cold damage)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, charm personD, divine favor
0 (at will)—create water, guidance, stabilize
d Domain spell; domains Charm, Water
Str 11, dex 14, Con 8, int 10, Wis 17, Cha 14
base Atk +0; CMb +0; CMd 12
feats Weapon Focus (heavy mace)
Skills Diplomacy +6, Knowledge (religion) +4, Swim +4
Languages Aquan, Common
SQ elemental afnity
environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scale mail, trident, other treasure)
elemental Afnity (ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Undines are humans whose ancestry includes elemental beings of water, such as marids. This connection with the Plane of Water is most noticeably manifested in their coloration, which tends to mimic that of lakes or oceans—all undines have limpid, blue eyes, and their skin and hair can range from pale blue-white to the deep blue or green of the sea.