Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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Nereid<br />
Medium Fey (Water)<br />
Hit Dice: 4d6+8 (22 hp)<br />
Initiative: +2<br />
Speed: 30 ft. (6 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 12 (+2 Dex), touch 12, flatfooted<br />
10<br />
Base Attack/Grapple: +2/+2<br />
Attack: Spit +4 ranged (poison)<br />
Full Attack: Spit +4 ranged (poison)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Beguilement, control water,<br />
kiss, poison, shape water, water mastery<br />
Special Qualities: Low-light vision, spell<br />
resistance 21, transparency, vulnerability, water<br />
form<br />
<strong>The</strong> nereid’s true form is that <strong>of</strong> a small<br />
pool <strong>of</strong> water. It can assume humanoid form at<br />
will (free action) and usually takes <strong>the</strong> form <strong>of</strong> a<br />
very beautiful female with long golden hair, pearly<br />
white skin, and green, almond-shaped eyes. Many<br />
sailors, seafarers, pirates, and o<strong>the</strong>r sea-goers have<br />
met <strong>the</strong>ir ends at <strong>the</strong> hands <strong>of</strong> <strong>the</strong> nereid. <strong>The</strong>ir<br />
natural beauty lures men to <strong>the</strong>ir doom, for behind<br />
<strong>the</strong> beauty <strong>of</strong> <strong>the</strong> honeyed ones lies certain death<br />
for any creature that tries to steal a glance or kiss<br />
from <strong>the</strong> nereid.<br />
Combat<br />
Nereids shy away from combat and flee at <strong>the</strong><br />
first sign <strong>of</strong> conflict if possible. If forced into melee,<br />
a nereid uses her poison spittle to blind an opponent<br />
and <strong>the</strong>n uses her shape water ability to conjure a<br />
fist that pummels <strong>the</strong> victim. If a nereid encounters<br />
only female opponents, she assumes <strong>the</strong> shape <strong>of</strong> a<br />
handsomely striking male humanoid. Her powers<br />
<strong>of</strong> deceit are not as effective in this form, however,<br />
and <strong>the</strong> ruse can be detected if a creature succeeds<br />
at a Will save (DC 15).<br />
Beguilement (Su): A creature <strong>of</strong> <strong>the</strong> opposite<br />
sex seeing a nereid must succeed on a DC 16 Will<br />
save or be instantly smitten with her and beguiled.<br />
A beguiled creature seeks to steal a kiss from <strong>the</strong><br />
nereid. This is a mind-affecting charm effect. <strong>The</strong><br />
save DC is Charisma-based.<br />
Control Water (Su): A nereid can control<br />
water at will as <strong>the</strong> spell (caster level 15th).<br />
Kiss (Su): Any creature meeting <strong>the</strong> lips <strong>of</strong><br />
a nereid must succeed on a DC 14 Fortitude save<br />
or die instantly as its lungs fill with boiling water.<br />
This is a death effect. <strong>The</strong> save DC is Constitutionbased.<br />
115<br />
Saves: Fort +5, Ref +6, Will +5<br />
Abilities: Str 11, Dex 14, Con 14, Int 12, Wis<br />
12, Cha 18<br />
Skills: Bluff +9, Craft (any one) or Knowledge<br />
(any one) +9, Escape Artist +6, Hide +9,<br />
Listen +8, Move Silently +8, Sense Motive +5,<br />
Spot+8, Swim 8<br />
Feats: Dodge, Great Fortitude<br />
Environment: Any aquatic<br />
Organization: Solitary, gang (2-4) or troupe<br />
(1 giant squid, giant octopus, or Large viper<br />
snake for each nereid)<br />
Challenge Rating: 6<br />
Treasure: No coins; no goods; standard items<br />
Alignment: Usually chaotic neutral<br />
Advancement: 5-12 HD (Medium)<br />
Level Adjustment: +5<br />
Poison (Ex): Contact (20 feet, no range<br />
increments), Fortitude DC 14, initial and<br />
secondary damage blinded for 1d6 rounds. <strong>The</strong><br />
save DC is Constitution-based.<br />
Shape Water (Su): A nereid can form a<br />
volume <strong>of</strong> water into <strong>the</strong> shape <strong>of</strong> an arm that ends<br />
in a clenched fist (AC 15, hp 15). <strong>The</strong> fist attacks<br />
using <strong>the</strong> nereid’s attack roll and deals 1d4 points<br />
<strong>of</strong> damage each time it hits. <strong>The</strong> nereid does not<br />
need to concentrate to maintain <strong>the</strong> arm. At 0 hit<br />
points (or upon <strong>the</strong> death <strong>of</strong> <strong>the</strong> nereid that created<br />
it), <strong>the</strong> arm collapses into normal water.<br />
Water Mastery (Ex): A nereid gains a +1<br />
bonus on attack and damage rolls if both it and its<br />
opponent are touching water. If <strong>the</strong> opponent or<br />
<strong>the</strong> nereid is touching <strong>the</strong> ground, <strong>the</strong> nereid takes<br />
a -4 penalty on attack and damage rolls. (<strong>The</strong>se<br />
modifiers are not included in <strong>the</strong> statistics block).<br />
Transparency (Ex): A nereid is effectively<br />
invisible in water until it assumes humanoid form<br />
and attacks.<br />
Vulnerability (Ex): <strong>The</strong> nereid’s shawl<br />
contains a portion <strong>of</strong> her lifeforce. If it is ever<br />
destroyed, <strong>the</strong> nereid to which it belongs immediately<br />
and forever dissolves into formless water.<br />
Water Form (Ex): A nereid that is attacked<br />
with any melee or ranged attack (including grappling<br />
attacks) can, by making a successful DC 15 Reflex<br />
save, transform her body into her natural water form<br />
as a free action and flow away unharmed.<br />
Skills: A nereid has a +8 racial bonus on any<br />
Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
6