Water Form. The undine can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Water Passage. If the undine is within 5' of a body of water that takes up at least 10' of space, the undine can move through the water up to 60' without using its movement speed.
Multiattack. The undine makes two slam attacks or two scimitar attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d4+ 4) bludgeoning damage.
Sscimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6+ 4) slashing damage.
Drowning Sphere (Recharge 4–6). Each creature within 20' of the undine must make a DC 13 Constitution saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage plus 2 (1d4) Constitution damage. If the target's Constitution is reduced to 0, the target dies of drowning. If the target saves successfully then it takes half damage and no Constitution damage. Any lost Constitution returns after a long rest.
Description
The undine are water elemental spirits that are thought to have been a magical or union between marids or other water elementals and fey such a nereids. Their elemental nature rules most of their physique and habitat as they mostly dwell on the Elemental Plane of Water, many of them being servants or "companions" of marids who see them as very beneath themselves.
Undine who dwell on the prime material plane tend to be wildly free spirited and protective of their areas, instinctually aware that the wrong creature could easily enslave them. For this reason, undine outside of the elemental plane of water tend to be solitary and standoffish towards others. Undine especially hate fire snakes and salamanders.
Despite their standoffishness, the undine have been known to interract favorably with aquatic elves and aquatic fey creatures, even trading with them or working with them to solve an issue threatening their ocean or river homes.







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