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Undine HydromancerCreature 1

Source Pathfinder Bestiary 2
Perception +5
Languages Aquan, Common
Skills Arcana +3, Athletics +3, Diplomacy +7, Intimidation +7, Nature +5, Survival +5
Str +0, Dex +2, Con +1, Int +0, Wis +2, Cha +4

AC 16; Fort +4; Reflex +5; Will +7;
HP 15
Speed 25 feet (swim 25 feet)

Dagger One Action +7 (+3, -1) to hit (agile, finesse, versatile s) 1d4 Piercing
Dagger One Action +7 (+3, -1) to hit (agile, thrown 10, versatile s) 1d4 Piercing

Primal Spontaneous Spells (DC 17, +9 to hit)

Cantrips (1st Level): Acid Splash, Detect Magic, Know Direction, Stabilize, Tanglefoot
1st Level: Create Water, Heal, Hydraulic Push

Sorcerer Bloodline Spells (DC 17, +9 to hit)

1st Level: Elemental Toss

Undines are infused with elemental water-the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves.

Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid-they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community.

Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.


A type of geniekin descended from a being from the Plane of Water.