Nereid
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.
- HP
- 126 (12d6+84)
- AC
- 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)
- Speed
- 30 ft., swim 60 ft.
- Init
- +9
- Melee
- touch +10 (poison)
- Ranged
- spray +15 touch (poison)
- BAB
- +6
- CMB
- +15
- CMD
- 37
- Fort
- +11
- Ref
- +17
- Will
- +14
- DR
- 10/cold iron
- SR
- 21
- Defensive Abilities
- transparency
Weapons: Simple
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 DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to –1 hit points and be dying; on the third round it must save again or die. The save DC is Constitution-based.
change shape (medium water elemental, elemental body II)
Unearthly Grace — A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.
Ability Focus (beguiling aura), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>
<p class="stat-block-1"> You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat). </p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Bluff +20, Escape Artist +24, Knowledge (nature) +17, Perception +21, Perform (sing) +20, Sense Motive +21, Stealth +24, Swim +23
- Type
- Fey
- Alignment
- CN
- Size
- Medium
- Environment
- any aquatic
- Organization
- solitary or troupe (1 nereid plus 1 giant squid, 1 giant octopus, 1 giant moray eel, or an orca)
- Treasure
- standard
- Senses
- low-light vision; Perception +21
- Languages
- Aquan, Common, Sylvan
- Source
- Bestiary 2
-
Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Defensive Combat Training (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Control Water (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Summon Monster VI (Spell)House/Core — covered by the site's Section 15.
Loading references...