Medium Fey (Spirit, Water)
Hit Dice: 4d6+4 (18 hp)
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Dagger +2 melee (1d4/19-20), or javelin +3 ranged (1d6)
Full Attack: Dagger +2 melee (1d4/19-20), or javelin +3 ranged (1d6)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Curse of labored breath, spell-like abilities, spells
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 15
Saves: Fort +2, Reflex +5, Will +5
Abilities: Str 10, Dex 13, Con 12, Int 13, Wis 13, Cha 18
Skills: Concentration +8, Craft (jewelry) +8, Hide +8, Move Silently +8, Listen +10, Spot +3, Spellcraft +8, Swim +8.
Feats: AlertnessB, Craft Wondrous Item, Heighten Spell
Organization: Solitary, pod (2-5), or school (6-12).
Challenge Rating: 5
Treasure: Standard coins, standard goods, double items.
Advancement: 5-15 HD (Medium), or by character class.
Level Adjustment: +4
The being before your eyes is short and lithe, almost elfin in appearance, but with pale blue skin and violet eyes and hair. She is garbed in silken garments in shades of blue, green, and violet, and a sheen of moisture seems to glisten on her skin, hair, and clothing.
The ondine are a race of immortal beings connected to the principle of elemental water. Most inhabit springs, streams, and fountains in the Spirit World, with occasional sojourns to these sites' mirrors in the world of mortals. They vary in temperament to the same degree as mortals; one ondine may be patient and gentle, and another malicious and vengeful. All are females, and on the rare occasions that they reproduce it is as the product of an affair with a male of another species, whether mortal or fey. Their female offspring are invariably ondines like their mothers; their male children usually are members of the same species as their father if they are of fey parentage. The sons of mortal fathers are always changelings.
As a rule, ondine love precious stones and metals, and many of them learn to fashion jewelry from these substances. Ondine-crafted jewelry is prized by other fey, and is often imbued with magical powers by the gifted sorceresses that are common amongst this race of fey.
A typical ondine stands 5 feet tall and weighs 100 pounds.
Ondine speak Sylvan, Aquan, and the language of the mortal race that is most common on the Material Plane near their homes.
Ondine usually are indifferent combatants in melee, and only slightly more apt with ranged weaponry. If possible, they fight from the safety of the water, using their spells and spell-like abilities to hinder and harm their opponents. They use their curse of labored breath to neutralize melee combatants.
Curse of Labored Breath (Su): An ondine is able to inflict a powerful curse on those who displease her. Once per day, the ondine can disrupt its victim's ability to carry on breathing without concentrating on doing so. The victim must succeed on a DC 16 Will save or be required to spend a standard action every round in order to breathe. The effect lasts for 1 minute per hit die possessed by the ondine. Creatures under the effect of an ondine's curse of labored breath can attempt to take actions normally instead of consciously controlling its breathing, but must succeed on a DC 16 Fortitude save or fall unconscious at the end of its turn. The DC of this Fortitude save increases by 1 for each consecutive round in which the victim spends a standard action on an activity other than breathing, and drops back to its original value after the subject spends a standard action to take a breath.
If the subject falls unconscious, it drops to 0 hp and becomes disabled. It drops to -1 hp the next round and is dying. The subject continues to lose 1 hit point per round until it dies or the ondine's curse ends, at which point it can stabilize normally. A dying subject can be stabilized by magic or a Heal check only after the curse subsides. Remove curse and break enchantment can lift the influence of the ondine's curse. The save DC equals 10 + 1/2 the ondine's Hit Dice + the ondine's Charisma modifier.
Skills: Ondine have a +2 racial bonus on Craft (jewelry) checks. An ondine has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spell-like Abilities: 1/day—control water, solid fog, water breathing; 3/day—fog cloud, sleet storm. CL 11th. The save DCs are Charisma-based.
Spells: An ondine casts spells as a 4th-level sorcerer.
Typical Sorcerer Spells Known (6/7/4; save DC 14+spell level): 0th—dancing lights, detect magic, ghost sound, mage hand, prestidigitation, ray of frost; 1st—charm person, chill touch, disguise self; 2nd—blindness/deafness.
Most exceptional ondine are sorcerers.
Ondine characters possess the following racial traits: