Monster Dossier
Nereid
Nereid is a fantasy monster entry from source B2.
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.