Nereid

Sea nymph. A fey.

Imagine a person of extreme beauty, their skin glistening in cresting wave hues, their hair lush with seafoam. Smells like brisk air and has a clear, carrying voice.

Boiling emotions, Graceful violence, Vulnerable naiveté.



 
HD: 1 Armor: none
Hit it: hard Dodge it: normal
Move: normal, swim normal  

It resists mundane weapons and spells (because it’s a fairy). It can speak with fishes and algae, become invisible underwater, and teleport from wave to wave. Also, as a imaginary creature, willpower must be used for attack rolls against it instead of dexterity. Out of combat, it can cast divination, enchantment and sea-themed magic.

Attacks (1/round)

Weapon. The nereid makes a weapon attack if it has one.

Spellcasting. Create Saltwater, Hypnotic Pattern, Summon Fish, Wall of Foam.

Command Sealife. One marine animal or plant in sight makes a melee attack on a target of the nereid’s choice. It can save to resist.

Allure of the Sea. The nereid attempts to bewitch one humanoid or beast in sight. On a fail, the target is charmed until next dawn. The charm breaks if the nereid or its allies attack the charmed person. A creature who succeeds its save is immune to this nereid’s charm forever.

A charmed creature can breath underwater. Whoever holds the nereid’s shawl can also make the charmed creature incapable of breathing outside of water. A remove curse spell ends this effect.




Random Encounter
  1. Monster: 1 nereid & 1D4-1 fishes & 1D4-1 enthralled goons.
  2. Lair: A beautifully constructed underwater boudoir full of collected curiosities.
      OR
    Omen: Beautiful, clear singing.
  3. Spoor: The clothes of an enthralled humanoid, neatly put into a pile.
  4. Tracks: Singing in the waves.
  5. Trace: Discarded clothes pieces near the coast.
  6. Trace: A curious bard, looking for inspiration.
D6 What the Monster Wants
  1. To be presented with a new, aesthetically pleasing piece of art.
  2. To raise the local sea life against the surface dwellers.
  3. Restore the purity of local waters.
  4. Free another captured nereid.
  5. Perform a mesmerizing performance for a cadre of feys.
  6. Get a new plaything.
Salvaging the body

A dying nereid and its shawl both return to water if killed. What is often left is a single, beautiful pearl, and coral jewelry.

Wearing a nereid shawl will give you the inspiration to create a spell with the word Foam.

Player Class

Play as a nereid!

Written on November 14, 2020