Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant female nereid
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 33 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. Evindra does not currently posses her shawl.
Ability
Primal Innate Spells
DC 33; 7th heal (×3), summon elemental (water elementals only); 6th elemental form (×3; water only), restoration (×3), suggestion; 5th control water
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 +27 [+23/+19] (agile, finesse, magical), Damage 8d6 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 15