Nereid
Medium Fey (Aquatic, Extraplanar) — CR 4
Nereid is a D&D 3.5 monster from —. CR 4, HD 3d6+3 (13 hp).
- Hit Dice
- 3d6+3 (13 hp)
- Initiative
- +7
- Speed
- land 30 ft, 30 ft., swim 40 ft.
- Base Attack / Grapple
- +1/+0
- Attack
- Touch +4 melee or dagger +4 melee
- Full Attack
- Touch +4 melee or dagger +4 melee
- STR
- 9
- DEX
- 17
- CON
- 12
- INT
- 13
- WIS
- 12
- CHA
- 16
- Fort / Ref / Will
- +2 / +6 / +4
- Challenge Rating
- 4
- Alignment
- Usually chaotic neutral
- Organization
- Solitary or splash (2-4, plus 1-2 octopi, squid, or porpoises)
- Treasure
- No coins; 50% goods (metal or stone only); 50% items (no scrolls)
- Level Adjustment
- +3
Special Abilities
DrownSummon Water ElementalDeflectionDisplacementShawlSpeak with Animals
Feats
Description
A nereid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A nereid relies on concealment and camouflage to avoid danger, and it does not attack unless in the most desperate circumstances (such as retrieving a stolen shawl). Nereids use their water magic to hold back attackers and summon elemental allies to assist them in combat.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.