FREQUENCY: Very
rare ([Temperate Freshwater Surface], [Temperate Freshwater Depths])
FREQUENCY: Very
rare ([Temperate Saltwater Depths])
FREQUENCY:
Very
rare ([Tropical Freshwater Surface], [Tropical Freshwater Depths])
FREQUENCY:
Very
rare ([Tropical Saltwater Surface], [Tropical Saltwater Depths])
NO. APPEARING: 1-4
ARMOR CLASS: 10
MOVE: 12"
HIT DICE: 4
% IN LAIR: 100%
TREASURE TYPE: [X]
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Spit; controls
water in lair
SPECIAL DEFENSES: Kiss;
memerize men
MAGIC RESISTANCE: 50%
INTELLIGENCE: Very
ALIGNMENT: Chaotic
SIZE: M
LEVEL/X.P. VALUE: IV | 200
+ 4
SAVES:13.14.15.16.16
Nereids are creatures from
the Elemental Plane of Water.
Their name means "the honeyed
ones" and they can assume human form when
not in the water.
These forms are always beautiful
and mostly female.
Nereids are depicted as
young and slim with long golden hair &&
pale
white skin and possessing beautiful voices.
Perhaps they are garbed
in white and gold
but they are often devoid of raiment.
They have a white
shawl which they carry in their hands or wear draped over their
head and shoulders.
In water a nereid is transparent
and 95% undetectable except as golden angel seaweed.
These creatures may be found
in the sea,
rivers,
wells,
mountain
and cavern springs, and on the Elemental Plane of Water.
Like the water they inhabit,
their motives are chaotic
&& capricious,
but whether they are good,
neutral or evil depends on the individual.
The majority of nereids
are CN,
but there are those who
are very good as well as those who are diabolically evil. <?: cf. PH.119>
However,
all nereids are shy and
flighty and their antics have a playful quality.
Spittle: The nereid's
only physical attack is her spittle (range of 20 feet) which may blind
a target for 2-12 rounds if it hits.
This venom may be washed
away with water.
A blinded victim will attack
at -4 and his or her saves and AC will be lowered
by 4.
A nereid has some control
of the water in which she lairs for a radius of 3".
She can make the waters
heave in great waves which will slow movement to one-fourth of normal or
cause the water to boil and froth,
increasing the chance of
drowning by 10%.
She can cause waves to crash
with such a roaring sound that characters within 6" may be deafened for
3-12 rounds if precautions are not taken.
Lastly,
the nereid may form watery
shapes which may be no more than pleasant entertainment or may become a
substantial defense.
This later will take the
form of a watery serpent or fist which strikes as a 4 HD monster
and inflicts 1-4 points of damage.
Only 1 of these attacks
may be done per round.
All males that look upon
a nereid will be incapable of causing her harm,
and her actions will seem
to be casual flirtations.
Men have been known to sit
and watch a nereid's antics all day.
And many a man has been
tempted to try and take a nereid for a wife or merely to pursue her for
her embrace.
This may bring disastrous
results,
however,
for while the kiss of a
nereid can bring sweet bliss,
it may also result in watery
doom.
If a nereid is caught, she
may make a save vs. poison and if successful she will flow away like water.
Still,
if a kiss is forced from
a nereid (she is loath to give them),
the PC must save vs. breath
weapons at -2 or drown instantly;
otherwise ecstasy is his.
The nereid's greatest weakness
lies in her shawl,
for it contains her soul.
If the shawl is destroyed
the nereid will dissolve into formless water.
Thus,
if a character can obtain
her shawl,
he or she will be able to
command the nereid who will respond out of fear.
However,
a nereid will lie and attempt
almost anything short of hostile actions to gain return of her shawl.
Nereids are 85% likely to
have a pet.
To find out the type of
pet roll a 1d8 and use the following:
1 | Eel, giant |
2 | Otter, giant |
3 | Snake, giant (poisonous) |
4 | Octopus, giant |
5 | Squid, giant |
6 | Dolphin |
7 | Leech, giant |
8 | Ray, sting |