NEREID

Medium-Size Fey (Water)

Hit Dice: 4d6+8 (22 hp)

Initiative: +2 (Dex)

Speed: 30 ft, swim 40 ft

AC: 12 (+2 Dex)

Attacks: Spit +5 ranged

Damage: Spit 0 and poison

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Poison, beguilement, kiss, shape water, control water, water mastery

Special Qualities: SR 21, immunity to attacks, low-light vision, vulnerability

Saves: Fort +5, Ref +6, Will +5

Abilities: Str 11, Dex 14, Con 14, Int 12, Wis 12, Cha 18

Skills: Bluff +8, Craft (any one) or Knowledge (any one) +8, Escape Artist +6, Hide +8, Listen +7, Move Silently +7, Sense Motive +5, Spot +7

Feats: Dodge, Great Fortitude

 

Climate/Terrain: Any aquatic

Organization: Solitary, gang (2-4) or troupe (1 giant squid, giant octopus, or Large viper snake for each nereid)
Challenge Rating:
6

Treasure: No coins; no goods; standard items

Alignment: Usually chaotic neutral

Advancement: 5-12 HD (Medium-size)

 

Many a male has thrown his life away for the fleeting embrace of the "honeyed ones," the beautiful nereids from the Elemental Plane of Water. Playful and flighty, and as unpredictable as their watery homes, the nereids tempt and trick sailors to their dooms. They assume human form on contact with the air.

   Gorgeous and voluptuous, these forms are almost always females, young and slim with long, golden hair, pearly white skin, and sparkling green eyes. Their voices are heavenly and their songs are engaging to those that listen. While they always carry a white shawl, either in their hands or draped over their shoulders, they are otherwise lightly clad in white and gold.

   If confronted by only females, the nereid appears in a male guise, but its powers are not as effective on women and there is a chance (Spot check DC 10) that the women see the beguiling nereid’s true form.

 

COMBAT

Nereids have few physical attacks, but if forced into combat, they will attack using their poison spittle and shape water attacks.

   Beguilement (Su): A creature of the opposite sex seeing a nereid must make a Will save (DC 17) or be instantly smitten and beguiled. A beguiled creature will seek to kiss the nereid, seemingly at all costs.

   Poison (Ex): Spit, 20 feet, no range increments. Fortitude save (DC 14) or blinded for 2d6 rounds as per the blindness spell.

   Kiss (Su): Any creature meeting the lips of a nereid must succeed at a Fortitude save (DC 14) or die instantly as the creature’s lungs fill with water.

   Immunity to Attacks (Ex): A nereid that is attacked by any weapon (including grappling attacks) can, by making a successful Reflex save (DC 15), instantly transform her body into water and flow away.

   Shape Water (Su): A nereid can form a volume of water into the shape of an arm ending in a clenched fist (AC 15, hp 15). The fist attacks using the nereid’s attack roll and deals 1d4 points of damage. The nereid does not need to concentrate to maintain the arm, and is free to act. The fist loses shape upon the death of the nereid or at her will.

   Control Water (Su): A nereid can control water as the spell cast by a 15th-level sorcerer.

   Water Mastery (Ex): A nereid gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the nereid suffers a –4 penalty to attack and damage. (These modifiers are not included in the statistics block).

   Transparency (Ex): A nereid is effectively invisible in water until it attacks.

   Vulnerability (Ex): The nereid protects her shawl at all costs, for it contains her essence; if it is destroyed, the nereid dissolves into formless water. Possession of a nereid's shawl gives a character control over the creature, which will accept commands to avoid damage to the shawl.

 

The Nereid first appeared in the 1e MM II (Gary Gygax, 1983).

 

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