“Nereid: The Enchanting Spirit of the Sea”
A radiant but perilous spirit of the deep, the Nereid enthralls mortals with otherworldly beauty while wielding the sea itself as both sanctuary and weapon.
A Nereid is a mesmerizing water-born fey whose ethereal beauty masks a dangerously capricious nature, known for bending waves, mist, and emotion to her will as she guards sacred coastal waters, sunken ruins, and forgotten sea paths with both grace and lethal subtlety.
Appearance
Nereids manifest as impossibly graceful aquatic maidens with shimmering, water-sheened skin, flowing hair that moves like drifting currents, and eyes that reflect shifting tides; their forms often blur at the edges as though sculpted from moonlit surf, and many carry a translucent scarf or veil that glows with the essence of their power.
Behaviour
They move with soft, fluid elegance, observing intruders from beneath the waves before revealing themselves with cautious curiosity; though gentle when respected, a Nereid’s mood can shift as swiftly as a storm front, turning playful allure into icy wrath if threatened.
Habitat
Nereids dwell in crystal coves, coral forests, kelp-choked shallows, and quiet ocean grottoes, binding themselves to a particular stretch of coast, reef, or spring where they act as both guardian and spirit custodian of the surrounding waters.
Modus Operandi
Favoring guile and control over brute force, a Nereid manipulates currents, illusions, and charm-like enchantments to disorient foes; she draws assailants into the water where she holds the advantage, using her magical veil to bind, drown, or pacify threats while slipping effortlessly between liquid and mist.
Motivation
Driven by deep loyalty to their waters and an instinctive need to preserve natural balance, Nereids protect their chosen domain, seek companionship from those who revere the sea, and lash out only when pollution, desecration, or violence disturbs the harmony they sustain.
Nereid 5e 2024
Nereid Pathfinder
Nereid
Medium Fey (Water), Neutral
“Nereids are elusive spirits of the sea, weaving charm and currents alike to protect their coastal domains. Sailors speak of their beauty and peril in equal measure, for a Nereid’s smile can guide or drown.”
Armor Class 15 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 30 ft., swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 18 (+4) | 12 (+1) | 15 (+2) | 20 (+5) |
Saving Throws Dex +7, Wis +5, Cha +8
Skills Perception +5, Persuasion +8, Stealth +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Sylvan; understands Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
Amphibious. The Nereid can breathe air and water.
Water Adaptation. While in water, the Nereid:
- Has advantage on Dexterity saving throws and Stealth checks.
- Can move through spaces as narrow as 1 inch without squeezing.
- Gains resistance to all damage.
Veil of Essence. The Nereid carries a shimmering, translucent veil that embodies her soul:
- If the veil is destroyed (AC 15, 10 HP), the Nereid loses Water Adaptation and has disadvantage on attack rolls and saving throws until she completes a short rest.
- A creature holding the veil has advantage on Charisma checks to influence the Nereid.
Spellcasting
The Nereid’s innate magic flows from her bond with the sea. She is a 6th-level spellcaster (Charisma spellcasting, DC 16, +8 to hit).
At will: shape water, minor illusion, charm person, create or destroy water
3/day each: blur, calm emotions, hold person, misty step, water breathing, water walk
1/day each: hypnotic pattern, wall of water
Actions
Multiattack. The Nereid makes two Tidal Whip attacks, or one Tidal Whip and one spell attack.
Tidal Whip. Ranged Spell Attack: +8 to hit, range 30 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage and the target is pulled up to 10 feet toward the Nereid. Targets entering water this way are restrained until the end of their next turn.
Submerging Embrace (Recharge 5–6)
The Nereid touches a creature within 5 ft. Target must succeed on a DC 16 Constitution saving throw or take 22 (4d10) psychic damage and become incapacitated, believing itself submerged. Lasts until the end of its next turn.
Veil Charm. A creature within 30 ft. that can see the Nereid’s veil must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is fascinated (speed 0, disadvantage on Wisdom saves). The target can repeat the save at the end of its turns.
Reactions
Slipstream Shift. When targeted by an attack, the Nereid moves up to 20 ft. into an unoccupied space she can see. If she ends in water, the attack automatically misses.
Legendary Actions
The Nereid can take 3 legendary actions, only one at a time at the end of another creature’s turn.
Invoke Currents. Move up to 20 ft. in water without provoking opportunity attacks.
Churning Spray. Each creature within 5 ft. must succeed on a DC 16 Dexterity saving throw or take 5 (1d10) cold damage and be pushed 10 ft.
Mesmerizing Glimmer (Costs 2 Actions)
A creature within 30 ft. must succeed on a DC 16 Wisdom saving throw or be disadvantaged on its next attack roll.
Ripple Step (Costs 1 Action)
Move 10 ft. through water without provoking opportunity attacks.
Combat Tactics
Nereids favor controlling the battlefield rather than engaging in melee. They open combat with Veil Charm or area spells, then use Slipstream Shift and Ripple Step to stay mobile. Enemies are drawn into water where Tidal Whip and Submerging Embrace dominate, while the Nereid leverages terrain, illusions, and charm to avoid direct harm. She defends sacred waters fiercely, retreating if overpowered but striking lethally at those who threaten her home.
Nereid

This beautiful woman has pearlescent skin and long, dark hair. Her nudity is barely hidden by a diaphanous, wet shawl.
Nereid CR 10
XP 9,600
CN Medium fey (water)
Init +9; Senses low-light vision; Perception +21; Aura beguiling aura (30 ft., DC 23)
DEFENSE
AC 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)
hp 126 (12d6+84)
Fort +11, Ref +17, Will +14
Defensive Abilities transparency; DR 10/cold iron; Immune cold, poison; SR 21
Weaknesses shawl
OFFENSE
Speed 30 ft., swim 60 ft.
Melee touch +10 (poison)
Ranged spray +15 touch (poison) (range 30 ft.)
Special Attacks drowning kiss
Spell-Like Abilities (CL 12th; concentration +17)
At will—control water, suggestion (DC 18; only against creatures that are currently fascinated by her beguiling aura)
1/day—summon monster VI (water elementals only)
STATISTICS
Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
Base Atk +6; CMB +15; CMD 37
Feats Ability Focus (neguiling aura), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
Skills Bluff +20, Escape Artist +24, Knowledge (nature) +17, Perception +21, Perform (sing) +20, Sense Motive +21, Stealth +24, Swim +23; Racial Modifiers +8 Swim
Languages Aquan, Common, Sylvan
SQ change shape (medium water elemental, elemental body II), unearthly grace
SPECIAL ABILITIES
Beguiling Aura (Su)
Any creature sexually attracted to women runs the risk of being beguiled by a nereid if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a DC 23 Will save, it is immediately fascinated. A nereid may use her suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-affecting compulsion effect. The save DC is Charisma-based,
Drowning Kiss (Su)
A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to –1 hit points and be dying; on the third round it must save again or die (see Drowning). The save DC is Constitution-based.
Poison (Ex)
Touch or spray (range 30 ft.)—contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus blindness; cure 2 consecutive saves.
Shawl (Ex)
A nereid’s shawl (hardness 2, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making a DC 25 Will save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid’s shawl require the sunder or disarm attempts.
Transparency (Su)
When underwater, a nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.
Unearthly Grace (Su)
A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.
ECOLOGY
Environment any aquatic
Organization solitary or troupe (1 nereid plus 1 giant squid, 1 giant octopus, 1 giant moray eel, or an orca)
Treasure standard
Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water. Many sailors have met their doom following a nereid, for though a nereid’s beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature’s shawl, the cloth can be used to force the nereid’s compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl’s safety.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors WolfgangBaur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, TimHitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, RobMcCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on materialby Jonathan Tweet, Monte Cook, and Skip Williams.
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