ability_mods: cha_mod: 7 con_mod: 5 dex_mod: 7 int_mod: 3 str_mod: 0 wis_mod: 5 ac: 30 ac_special: null active_abilities: - action_cost: Two Actions 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. critical_success: null description: 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. effect: null failure: The creature becomes __sickened 3__ as it chokes on the water. frequency: null maximum_duration: null name: Drowning Touch range: null raw_description: '**Drowning Touch** [Two Actions] (__conjuration__, __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 Drowning Touch 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.' requirements: null saving_throw: null stages: null success: The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. traits: - conjuration - incapacitation - primal - water trigger: null - action_cost: Three Actions critical_failure: null critical_success: null description: 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 nonnereid 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. effect: null failure: null frequency: null maximum_duration: null name: Manifest Shawl range: null raw_description: '**Manifest Shawl** [Three Actions] (__conjuration__, __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 nonnereid 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.' requirements: null saving_throw: null stages: null success: null traits: - conjuration - primal trigger: null alignment: CN automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: When underwater, the nereid's body is __invisible__. The nereid can dismiss or resume this transparency as an action that has the __concentrate__ trait. effect: null failure: null frequency: null maximum_duration: null name: Watery Transparency range: null raw_description: '**Watery Transparency** (__primal__, __transmutation__, __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.' requirements: null saving_throw: null stages: null success: null traits: - primal - transmutation - water trigger: null description: '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 prefer to exist in isolation. Left to their own devices, they avoid combat, but when forced to fight, their ability to transform the natural waters in their flesh into poison serves them as well as any weapon. Often, ignorant sailors lump all water-dwelling fey into a single category of “aquatic tempters,” regardless of the fey''s type or gender, using these creatures'' names interchangeably to represent the concept of a beautiful figure who exists to lure mortals to a drowning death. Whereas naiads have more patience and often seek to educate the ignorant regarding the harm that stereotypes can cause, nereids and rusalkas have little patience for such methods. Rusalkas are the primary source for the legends of fey preying upon sailors, and nereids loathe them for that, as they prefer to live apart from humanity and enjoy the beauty of the natural world in peace. When a nereid learns of a rusalka''s increased activity, it often seeks out the rusalka to route them—not so much out of an urge to protect humanoids (in whom nereids traditionally have little interest), but to prevent the rusalka from inadvertently riling up violent responses from humanoids who can''t be bothered to note the difference between a murderous fey and one who just wants to be left alone. **__Recall Knowledge - Fey__ (__Nature__)**: DC 27' hp: 175 hp_misc: null immunities: - poison languages: - Aquan - Common - Sylvan level: 10 melee_attacks: - action_cost: One Action damage: - formula: 6d6 type: poison name: poisonous touch to_hit: 23 traits: - agile - finesse - magical name: Nereid perception: 20 ranged_attacks: null saves: fort: 16 fort_misc: null misc: null ref: 22 ref_misc: null will: 18 will_misc: null senses: - low-light vision size: Medium skills: - bonus: 12 misc: +18 to Swim name: Athletics - bonus: 20 misc: null name: Deception - bonus: 22 misc: null name: Diplomacy - bonus: 22 misc: null name: Stealth sources: - abbr: Bestiary 2 page_start: '182' page_stop: null speed: - amount: 25 misc: null type: Land - amount: 50 misc: null type: swim spell_lists: - attack_bonus: null cantrips: null constants: null dc: 29 focus_points: null misc: null spell_lists: - level: 6 spells: - misc: water elementals only name: summon elemental - level: 5 spells: - misc: null name: control water - misc: ×3; water only 4th suggestion name: elemental form spells_source: Primal Innate Spells traits: - Aquatic - Fey - Water weaknesses: - amount: 10 misc: null type: cold iron