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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

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