Nereid
Creature 10 — aquatic, fey, water
Pre-Remaster content. May include legacy alignment.
ShadeLANDAQUATICfeywateraquatic
Nereids are aquatic fey with deep ties to water. They share some similarities with naiads, but they are not guardians and do not bind themselves to a specific body of water. Although they are primarily aquatic creatures, their unique ability to imbue their vitality into a supernatural shawl allows them to travel on land as well. A nereid must be careful when manifesting a shawl, however, as their life essence is bound to it, so it can be stolen or destroyed to threaten the nereid. Nereids prefe
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +20; low-light-vision
Languages common, fey, thalassic
Skills athletics +12 (+18 to Swim), deception +20, diplomacy +22, stealth +22
Str
+0
Dex
+7
Con
+5
Int
+3
Wis
+5
Cha
+7
AC 30
Fort +16
Ref +22
Will +18
HP 175
Immunities poison
Weaknesses cold-iron 10
Speed 25 feet, swim 50 feet
Offense
Melee Poisonous Touch (agile, finesse, magical) +23, Damage 6d6 poison
Abilities
Watery Transparency (primal, water) — When underwater, the nereid's body is Invisible. The nereid can dismiss or resume this transparency as an action that has the concentrate trait.
Drowning Touch (incapacitation, primal, water) — 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 DC 29 Fortitude save.
Success The creature is unaffected and is temporarily immune to 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. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
Success The creature is unaffected and is temporarily immune to 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. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
Manifest Shawl (primal) — The nereid divests themself of part of their connection to the First World 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 non-nereid 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.
If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours.
Primal Innate Spells DC 29, attack +19
6th Summon Elemental (Water Elementals only)
5th Control Water, Elemental Form (Water Only) (×3)
4th Suggestion
WORKS WELL WITH
CrasherLAND / AQUATICThe Shade's debuff delivery and the Crasher's burst damage create a priority chain where softened targets fall before they can act.
WeaverLAND / AQUATICThe Weaver's forced movement delivers targets into the Shade's prepared debuff range, compounding stealth advantage.
MenderLAND / AQUATICThe Shade's risk when closing for touch attacks creates a tempo need for dedicated recovery.
PUNISHES
✖ low Fortitude✖ underwater
Works well with · Punishes · Pairing advice
Unlock with Tactics
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