Monster Dossier

Nereid

Nereid is a fantasy monster entry from source B2.

Level 10

Traits

cnmediumaquaticfeywater

Rules & statistics

Monster Profile

Perception

20

Senses

  • Name
    low-light vision

Languages

Languages
  • aquan
  • common
  • sylvan

Skills

Athletics
Std
12
To Swim
18
Deception
20
Diplomacy
22
Stealth
22

Ability Mods

Str
0
Dex
7
Con
5
Int
3
Wis
5
Cha
7

Defenses

Ac
30
Saving Throws
Fort
16
Ref
22
Will
18
Hp
  • Hp
    175
Immunities
  • poison
Weaknesses
  • Amount
    10
    Name
    cold iron

Speed

Walk
25
Swim
50

Attacks

  • Range
    Melee
    Name
    poisonous touch
    Attack
    23
    Traits
    • agile
    • finesse
    • magical
    Damage
    6d6 poison
    Types
    • poison

Spellcasting

  • Type
    Innate
    Tradition
    primal
    DC
    29
    Entry
    4
    Spells
    • Name
      suggestion
    5
    Spells
    • Name
      control water
    • Name
      elemental form
      Amount
      3
      Notes
      • water only
    6
    Spells
    • Name
      summon elemental
      Notes
      • water elementals only

Abilities

Mid
  • Traits
    • primal
    • transmutation
    • water
    Entries
    • When underwater, the nereid's body is invisible. The nereid can dismiss or resume this transparency as an action that has the concentrate trait.
    Name
    Watery Transparency
Bot
  • Activity
    Number
    2
    Unit
    action
    Traits
    • conjuration
    • incapacitation
    • primal
    • water
    Entries
    • 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 29 Fortitude save.
    • Type
      successDegree
      Entries
      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 (Core Rulebook 478). If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
    Name
    Drowning Touch
  • Activity
    Number
    3
    Unit
    action
    Traits
    • conjuration
    • primal
    Entries
    • The nereid divests themself of part of their connection to the Kaineizex 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.
    Name
    Manifest Shawl

Background

Lore

No lore provided.