Size:
Medium
Type:
Fey
Form:
biped... and how!
Temper:
# App:
± 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 30
Climb/Arboreal:
± 30 ft.
Flight:
± 60 ft. (good)
Swim:
± 60
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 10
Dexterity: 17
Constitution: 12
Intelligence: 13
Wisdon: 14
Charisma: 16
Skills
acrobatics: +5
nature: +3
stealth: +5
survival: +4
Offense
Blinding Acid
Circumstance: Melee, Ranged
5 to hit, reach 5 ft. or range 30 ft., one target. (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn.
Action
Drowning Kiss {@recharge 5}
The nereid touches one creature it can see within 5 feet of it. The target must succeed on a 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
Action
Water Lash
The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.
Trait
Amphibious
The nereid can breathe air and water.
Trait
Aquatic Invisibility
If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.
Trait
Mantle Dependent
The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
Trait
Shape Water
The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
Trait
Speak With Animals
The nereid can comprehend and verbally communicate with beasts.
Trait
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Aquan
Common
Elvish
Sylvan
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
One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid—a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
aquatic-fresh
Offense
None Attacks
Circumstance: Combat
Nil
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
50%
Special
Invisible in Water
Transparent and invisible in water.
Special
Blinding Spittle
Attack with spittle (range 20-ft) that blinds its target for 1d12 rounds.
Special
Water Control
Can control the water of their homes, speeding or slowing swimming movement through it (up to double normal speed, or down to 25% of it), causing crashing waves that deafen, prevent conversation and interrupt spell-casting, or forming miniature waterspouts that attack as 4 HD monsters (inflicting 1d4hp damage—no more than one such waterspout per nereid per round).
Special
Male Infatuation
Males of any human, demi-human or humanoid species cannot harm a nereid at all. They will be infatuated with the nereid (no save) and seek to woo her. A man can try to catch the nereid—but she will turn to water and flow away from his embrace 50% of the time. If caught and held, she will kiss him, in which case he must save vs poison or drown.
Special
Soul Shawl
A nereid will always have a diaphanous shawl that contains her soul. Anyone holding the shawl can control her; she will obey their commands out of fear, even if they are male. A nereid will do almost anything short of physical violence to regain her shawl.
Transparent and invisible in water, appearing as beautiful young women on land
Nereids are transparent and invisible in water. On land they appear as young, slim and beautiful human women. They are playful and capricious, but few (10%) are actually evil. An equally small number are good. In extremis they can attack with their spittle (range 20-ft) that blinds its target for 1d12 rounds, but they can also control the water of their homes, speeding or slowing swimming movement through it (up to double normal speed, or down to 25% of it), causing crashing waves that deafen, prevent conversation and interrupt spell-casting, or forming miniature waterspouts that attack as 4 HD monsters (inflicting 1d4hp damage—no more than one such waterspout per nereid per round).
Males of any human, demi-human or humanoid species cannot harm a nereid at all. They will be infatuated with the nereid (no save) and seek to woo her. A man can try to catch the nereid—but she will turn to water and flow away from his embrace 50% of the time. If caught and held, she will kiss him, in which case he must save vs poison or drown.
A nereid will always have a diaphanous shawl that contains her soul. Anyone holding the shawl can control her; she will obey their commands out of fear, even if
OSRIC
Actions/Abilities/Traits: OSRIC
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
Actions/Abilities/Traits: Pathfinder 2e
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
One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid—a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty.
5e Tools
Transparent and invisible in water, appearing as beautiful young women on land
Nereids are transparent and invisible in water. On land they appear as young, slim and beautiful human women. They are playful and capricious, but few (10%) are actually evil. An equally small number are good. In extremis they can attack with their spittle (range 20-ft) that blinds its target for 1d12 rounds, but they can also control the water of their homes, speeding or slowing swimming movement through it (up to double normal speed, or down to 25% of it), causing crashing waves that deafen, prevent conversation and interrupt spell-casting, or forming miniature waterspouts that attack as 4 HD monsters (inflicting 1d4hp damage—no more than one such waterspout per nereid per round).
Males of any human, demi-human or humanoid species cannot harm a nereid at all. They will be infatuated with the nereid (no save) and seek to woo her. A man can try to catch the nereid—but she will turn to water and flow away from his embrace 50% of the time. If caught and held, she will kiss him, in which case he must save vs poison or drown.
A nereid will always have a diaphanous shawl that contains her soul. Anyone holding the shawl can control her; she will obey their commands out of fear, even if
OSRIC