Size:
Medium
Type:
Fey
Form:
biped... and how!
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Beguile
Any creature within 30 feet of the nereid must make a DC 15 Wisdom saving throw. If failed, they have disadvantage on Wisdom (Perception) checks to perceive any creature other than the nereid. Creatures in combat with the nereid have advantage on this saving throw, and creatures that can't be charmed are immune. The effect ends if the nereid is incapacitated or cannot be seen.
Action
Blind
Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: the target must make a DC 15 Constitution saving throw. On a failure, the target is poisoned for 1 minute. A target is blinded while poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.
Action
Drowning Kiss
A nereid can flood the lungs of one target within 5 feet that is willing, incapacitated, or affected by her Beguile. She touches the target, traditionally by kissing the creature on the lips. The target must make a DC 15 Constititution saving throw or immediately begin drowning. Drowning creatures begin choking. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer drowning.
Action
Multiattack
The nereid uses Beguile, then Suggestion.
Action
Suggestion
The nereid suggests an action to a creature she can see within 30 feet that can hear and understand her. If the target fails a DC 15 Wisdom saving throw, it pursues the suggested course of action to the best of its ability. The effect ends when the action is completed, after 8 hours, or if the creature is harmed by the nereid or her allies, whichever comes first. Self-destructive suggestions are ignored, and creatures that can't be charmed are immune.
Special
At will
control water
Special
Innate Spellcasting
The nereid's innate spellcasting ability is Wisdom (spell save DC 15). The nereid can innately cast the following spells, requiring no material components:
Special
Magic Resistance
The nereid has advantage on saving throws against spells and other magical effects.
Special
Shawl
A nereid's shawl (6 hit points) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 necrotic damage per hour until she dies. A nereid can craft a new shawl from water by making a DC 10 Wisdom check, but each attempt takes 1d4 hours to complete.
Special
Transparency
When underwater, a nereid's body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action.
Special
Unarmored Defense
If she wears no armor, a nereid's Armor Class equals 10 + her Dexterity modifier + her Charisma modifier.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Special (Ex)
Poison
Special (Ex)
Shawl

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Change Shape
You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
Special
|Change Shape
Drowning Kiss A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a Death save to cough up this water; otherwise it falls unconscious at must save again or die.
Special
|Change Shape
Poison Touch or spray - contact; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage plus blindness; cure 2 consecutive saves.
Special
|Change Shape
Shawl A nereid's shawl (AC 11, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes a Spell save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid's shawl require the sunder or disarm attempts.
Special
|Change Shape
Transparent When underwater, a nereid's body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Drowning Touch
(conjuration, incapacitation, primal, water) The nereid touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 29 Fortitude save. Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. Failure The creature becomes sickened 3 as it chokes on the water. Critical Failure The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
Ability
Manifest Shawl
(conjuration, primal) The nereid divests themself of part of their connection to the First World and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the amphibious trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours.
Ability
Primal Innate Spells
DC 29; 6th summon elemental (water elementals only); 5th control water, elemental form (×3; water only); 4th suggestion
Ability
Watery Transparency
(primal, transmutation, water) When underwater, the nereid's body is invisible. The nereid can dismiss or resume this transparency as an action that has the concentrate trait.
Offense
Melee
Circumstance: combat round (melee)
poisonous touch +23 [+19/+15] (agile, finesse, magical), Damage 6d6 poison
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Fey
Creatures of the First World are called the fey.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
poison
Language
Aquan
Common
Sylvan
Perception
low-light vision
Weakness
cold iron 10
Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water. Many sailors have met their doom following a nereid, for though a nereid's beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature's shawl, the cloth can be used to force the nereid's compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl's safety.
Sea Friends. Nereids are sometimes accompanied by a friendly aquatic predator like a shark, giant eel, or giant squid.
5e SRD