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.