Genasi, Water (CR 1/2)
Medium Outsider (Native)
Alignment: Often neutral
Initiative: +1 (Dex)
AC: 12 (+2 leather), touch 10, flat-footed 12
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will -1
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Trident +3 melee
Full Attack: Trident +3 melee
Damage: Trident 1d8+1
Special Attacks/Actions: Call to the wave, water resistance
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Feats: Weapon Focus (trident)
Skills: Diplomacy +0 and Profession (sailor) +1
Advancement: By character class
Climate/Terrain: Any land or aquatic
Call to the Wave (Sp): Once per day, a water genasi can create water as a 5th-level druid.
Water Resistance (Ex): Water genasi gain a +1 bonus on all saving throws against water spells and effects. This bonus increases by +1 for every five additional levels the genasi attains.
The favored class of all genasi is fighter, though many clerics, wizards, and sorcerers are found among them. Genasi clerics always have access to their own elemental domain (Air, Earth, Fire, or Water), as well as one other domain of their choice.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.