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