Encounters: Anauroch - In or Near the River of Gems (Day)

Nereid (CR 4)

Medium Fey (Aquatic and Extraplanar)
Alignment: Usually chaotic neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +7, and Spot +7
Languages: Aquan


AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Hit Dice: 3d6+3 (13 hp)
Fort +2, Ref +6, Will +4


Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +0
Attack: Touch +4 melee or dagger +4 melee
Full Attack: Touch +4 melee or dagger +4 melee
Damage: Touch - drown, dagger 1d4-1/19-20
Special Attacks: Drown, spell-like abilities, summon water elemental


Abilities: Str 9, Dex 17, Con 12, Int 13, Wis 12, Cha 16
Special Qualities: Deflection, displacement, resistance to cold 10 and fire 10, shawl, speak with animals
Feats: Improved Initiative; Weapon Finesse
Skills: Escape Artist +9, Handle Animal +9, Hide +9 (+17 in water), Knowledge (the planes) +7, Listen +7, Ride +5, Spot +7, Survival +1 (+3 on other planes), Swim +7, Use Magic Device +9, and Use Rope +3 (+5 involving bindings)
Advancement: By character class


Climate/Terrain: Temperate aquatic
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)


Source: Stormwrack

Drown (Su): A nereid can make a special touch attack to try to fill an opponent's lungs with water. The opponent can resist this effect with a DC 16 Fortitude save. On a failed save the opponent begins to drown. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities: At will - air breathing (DC 16); 3/day - control currents; 1/day - control water (DC 19), wall of ice (DC 17). Caster level 10th. The save DCs are Charisma-based.

Summon Water Elemental (Sp): Once per day a nereid can attempt to summon 1d3 Small water elementals or a single Medium water elemental. The summoned elementals remain for 1 hour or until slain. This ability is the equivalent of a 5th-level spell.

Deflection (Ex): A nereid adds a deflection bonus to AC equal to its Charisma bonus.

Displacement (Su): A nereid's shimmering form makes its true location difficult to surmise. Any melee or ranged attack directed against it has a 50% miss chance unless the attacker can locate the nereid by some means other than sight. A true seeing effect allows the user to see the nereid's position, but see invisibility has no effect.

Shawl (Su): Every nereid is wrapped in a delicate shawl of seafoam white, to which its essence is bound. A nereid whose shawl is destroyed quickly fades and dies within 1 hour. Cruel individuals coerce the service of nereids by stealing their shawls, and a nereid so deprived will do everything in its power to regain the item. A nereid's shawl can be taken while it is worn by using the disarm action, though this is a difficult task. Treat the shawl as a well-secured item, which means that you must first pin the nereid before you can use the disarm action (and even then, the nereid gains a +4 bonus on its roll to resist the attempt).

Speak with Animals (Su): Nereids can speak with animals, though only simple concepts can be communicated (as the speak with animals spell).

Skills: Nereids have a +8 racial bonus on Hide checks underwater because of their near transparency while submerged.

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.

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