Water Gen (CR 1/2)
Tiny Outsider (Aquatic, Extraplanar, and Water)
Alignment: Often chaotic neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
AC: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Hit Dice: 1d8+1 (6 hp)
Fort +4, Ref +3, Will +4
Speed: 20 ft., fly 60 ft. (perfect), swim 20 ft.
Space: 2-1/2 ft./0 ft.
Base Attack +1; Grapple -9
Attack: Slam +4 melee
Full Attack: 2 slams +4 melee
Damage: Slam 1d2-2
Special Attacks/Actions: -
Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Special Qualities: Amphibious, elemental endurance, fetch spells, immunity to cold, elemental travel, vulnerability to fire
Feats: Combat Casting; Weapon Finesse
Skills: Concentration +6, Escape Artist +5, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6, and Swim +6
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Climate/Terrain: Any elemental plane
Elemental Endurance (Ex): A gen can survive the on the Elemental Planes like a native. On the Elemental Plane of Fire, a gen is immune to fire damage. On the Elemental Plane of Water, a gen can breathe water and has a swim speed equal to its fly speed (gaining the normal +8 racial bonus to Swim checks). On the Elemental Plane of Earth, a gen has a burrow speed equal to its land speed, leaving no tunnel or sign of its passage as though it has the earth glide ability of a xorn (see the Monster Manual).
Elemental Travel (Sp): A gen can plane shift at will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the gen only. It is otherwise similar to the plane shift spell (caster level 13th).
Fetch Spells (Ex): A gen can find and deliver spells to a sha'ir from the elemental planes. The time required depends upon the spell, as given in the sha'ir description.
Amphibious (Ex): Although water gens are aquatic, they can survive indefinitely on land.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.