Undine Species in The Fabulae Anthology | World Anvil
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Blood in the Water

Written by Endrise

Alright, lets be clear here: my mother wasn't a fish, and I don't smell like one!
— Undine Ranger

Undines are the half-elemental race whose heritage derives from the Plane of Water. Often seen as local guardians, many regard them as water spirits given physical form. Which often leads to their nature of being kinda overprotective as a race.

Basic Information


Undines are noticeable by their blueish skin tones and aquatic elements. Most even have freckles on their skin, while others have swirling patterns instead. Things like webbed digits or fins for ears are also common, though not universal.

Biological Traits

Water Affinity

Many Undines have a close connection to the bodies of water across the world. Whether that be oceans or waterfalls, lakes or swamps, it doesn't matter. As such, they have greater control over the element, or even capable of conjuring it up in small doses.



In polluted areas, an Illsoul is sometimes born from the foulness of the land. Known for their coughing fits and sickened looks, most presume the worst for them. However, their ill appearance is merely a guise for their true contagious threat. As with only their presence can they induce nausea onto others.


Mistsouls are distinct by their peculiar ability. Instead of sweating, their pores release water vapor into the air. As such, their bodies are in a constant state of being covered with steam. Some can even push their bodies to produce mist banks around them. As such, most revel in surprise attacks rather than direct combat.


Born in the colder regions of the world, Rimesouls embody frostbite and snow alike. With ice-blue skin and snow-white hair, some might believe them to be some sort of Yokai. Most are well known for their cold and calculative nature. Others, meanwhile, are infamous for being merciless in a fight.


Swampsouls embody the murky waters across the world. Appearing more fish-like, their skin is a more sea-green than oceanic blue. Living near such swampy waters also gives them an affinity with nature itself. Mostly when it comes to not being hindered by the terrain of the swamps themselves.

Ecology and Habitats

Undine prefer regions near the coasts or local bodies of water. Areas with lots of rain or snow also gives them comfort, though any humidity is good for them.

However, environments such as deserts and badlands are their bane. Compared to other races, Undines can't handle going without water for long. As such, they need to take regular baths or shower to stay hydrated.

Additional Information

Geographic Origin and Distribution

Undines live near the western regions of Fabulae, mostly around Origionne. Areas such as lakes and coastlines are hotspots for them, but also swamps or ponds are not uncommon.

Perception and Sensory Capabilities

Undine have an excellent darkvision that allows them to see in complete shadows. However, some have also developed senses that gives them an advantage underwater. Things such as deepsight or blindsense allows them better awareness when submerged.

Civilization and Culture

Naming Traditions

Male Names: Aven, Dharak, Ghiv, Jamash, Maakor, Ondir, Radid, Shiradahz.
Female Names: Afzara, Baarah, Calah, Iryani, Maarin, Nylgune, Pari, Radabeh, Urdahna.

Historical Figures

Elisabeth Saltfroid III

Elisabeth Saltfroid III is one of the many pirate queens of the Crescent Sea. Said to be born through the love with a Merfolk, she ruled during the dark age of Sichelan. Thanks to her Undine nature, she became a threat both in and out of water, controlling the waves as she pleased.

Common Myths and Legends

  • Undines sweat clean water: Even with their association with lakes, it's still bodily fluids.
  • Undines have blue blood: It's still blood red, despite their blue skin tone.
  • Undine flesh tastes like fish: Despite popular belief, it just tastes like regular meat.
  • Undines are cold-blooded: While some are chill to the touch, they're still warm-blooded.

Interspecies Relations and Assumptions

Undines aren't the most well-known elemental race, but also the least feared. Since many remain seclusive to their homes, few interact with the outside world. As such, many mistake them for lake spirits or even souls of the drowned near coastal towns.

However, many are well aware of how blunt they can be, rarely sugar-coating the truth. As such, they have become known to express themselves clearly. If they like something, they'll say it. If they hate it, they'll say it. It's rare for them to keep opinions secret.

Most of them also form bonds with aquatic races trading with coastal towns such as Merfolk. Seeing as some do develop gills as well, such Undines even have a chance to live underwater. Others become spokespeople for surface dweller for peace treaties with underwater societies.

Undines enjoy the company of Oreads near them. With Sylphs, their relationship is a bit rockier due to how secretive the kind can't be. Ifrits, meanwhile, have a difficult relationship with Undines. Since they are such chaotic forces, it makes partnering up with them difficult at best. And at worst, many describe their relationships as oil and water.


Undine by Endrise

Undine Players

Undine only travel when something greater calls them forward. While blunt with their statements, their intentions are rarely malicious. Instead, most try to protect what little they sometimes have at the best of their ability. Even if it makes them act overprotective about certain things.

Spoken Languages
Common, Aquan
Scientific Name
Homo Sapien Madidus
Plane of Water
150 years
Average Height
4'5" - 6'6"
1.35m - 1.98m
Average Weight
85 lbs. - 220 lbs.
39 kg - 100 kg
Average Physique
Body Tint, Colouring and Marking
Oceanic blue & sea-green

Cover image: Species - Humanoid Cover by Endrise

Undine Racial Traits (1e)

  • +2 Dexterity, +2 Wisdom, -2 Strength: Undines are perceptive and agile, but somewhat weak.
  • Native Outsider: Undines are outsiders with the native subtype.
  • Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without needing to attempt Swim checks, and always treat Swim as a class skill.
  • Darkvision: Undines can see in the dark up to 60 feet.
  • Spell-Like Ability: Undines can cast hydraulic push once per day as a spell-like ability (with a caster level equal to the undine’s character level).
  • Energy Resistance: Undines have cold resistance 5.
  • Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
  • Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.


D4 NameAbility ModifiersSpell-Like AbilityBloodlineDomain
1Illsoul+2 Dex, +2 Cha, -2 ConCloud of SeasicknessPestilencePlague
2Mistsoul+2 Con, +2 Wis, -2 IntObscuring MistDreamspunRepose
3Rimesoul+2 Dex, +2 Int, -2 ChaChill TouchBorealIce
4Swampsoul+2 Str, +2 Wis, -2 DexFeather StepVerdantPlant

This species has multiple parents, only the first is displayed below.
All parents:


Author's Notes

This article was made during the WorldEmber 2019 event.

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Dec 16, 2019 20:08

Here's some feedback from the feedback trade!   Glaring issues and if the article gives enough a look into the species for players to make characters with it.     1. I'd add an additional line-break between the quote blocks and the next text.   2. It's neat that they're half-bloods from different normal fantasy races   3. The subraces are cool; especially the Illsouls.   4. No racial traits for the Rime or Mistsouls? And are the general racial traits the same as.. Somewhere else? 2nd ed rulebook?   5. No mention about what I would assume a general lack of them in areas of lots of heat/dry?   6. " As such, many are capable of manipulating the flow of said liquids, either just bending it around as they desire or downright altering the matter's state." Why many and not all? What's the difference?   7. I didn't get a sense of how many of them there are, or if there are any particular nations or organizations of them. Any infamous pirates, or sea-faring kingdoms, or anything?   8. The common myths and legends is a super cool edition, but the header calling them "urban myths" reduces their impact some.   9. As a player, I would look for any sort of ideas of what their personalities are like or any other quirks I could work in or subvert with my character. I feel that is missing here.   10. "Amongst the other elemental half-bloods found on Fabulae, Undine seem to have a relatively good connection with the Sylphs and Oreads Half-blood humanoids whose heritage derives from the elemental plane of earth., but a severe rivalry with some Ifrits. Whether that is because of their conflicting origins or not is up to debate. Others suggest it might be just the chaotic nature of the fiery outsiders." - This part is unclear; some more information about why this is would be nice.   To want to play one as a player, I'd need something more to help me build the character; more quirks, physical and behavior, or how they fit into the world, or how they might act.   Good luck!

Creator of Araea, Megacorpolis, and many others.
Jul 30, 2020 16:21 by Arklaw

Neat music, though it feels more ice than water.