Nereus, God of the Sea
Nereus is a Greek god of the sea, known for his wisdom and prophetic abilities.
- Pantheon: Greek Pantheon
- Deity Title: Nereus, God of the Sea
- Deity Symbol: A trident
- Home Plane: The ocean depths
- Deity Level: Lesser deity
- Alignment: Lawful Neutral
- Aliases: The Old Man of the Sea, the Ancient One
- Superior: None
- Traditional Allies: Poseidon, Amphitrite, the Nereids
- Traditional Foes: Oceanus, Pontus, the Titans
- Divine Artifact: The Trident of Nereus, which has the power to calm the seas and create powerful storms.
- Servants: The Nereids, his daughters who are also sea nymphs.
- Servitor Creatures: Deep sea creatures.
- Sacred Animal: The dolphin.
- Manifestations: A wave or a whirlpool, a calm sea or a storm, a bearded old man with a trident.
- Signs of Favor: Clear weather and calm seas, abundant fish and sea life, smooth sailing and successful voyages.
- Worshipers: Sailors, fishermen, traders, coastal dwellers, and those who depend on the sea for their livelihoods.
- Cleric Alignments: Lawful Neutral, Lawful Good, Neutral
- Specialty Priests: Sea priests who specialize in sea magic, weather magic, and healing.
- Holy Days: The Festival of the Sea, held on the summer solstice, and the Feast of Nereus, held on the winter solstice.
- Portfolio: The sea, sea creatures, marine life, storms, and weather.
- Domains: Tempest, Water, Nature, Knowledge.
- Favored Weapon: Trident.
- Favored Class: Cleric.
- Favored Race: Tritons and other aquatic races.
- Duties of the Priesthood: Caretakers of the sea, protectors of marine life, healers of the sick and injured, and providers of guidance for sailors and fishermen.
- Major Cult/Temple Sites: The Temple of Nereus in Greece, the Shrine of the Sea in Atlantis, the Temple of the Tides in Egypt.
- Benefits: The ability to breathe underwater, immunity to extreme pressure, enhanced swimming ability, and the power to control the sea and the weather. The ability to call upon Nereus for guidance and protection, and the ability to perform sea magic and weather magic. The ability to communicate with sea creatures, and the ability to heal the sick and injured.
Nereus is a Greek god of the sea, born from the union of Gaia and Pontus. He is a wise and ancient being, often depicted as an old man with a long beard and a trident in his hand. As one of the oldest gods of the sea, Nereus has seen the rise and fall of many civilizations and witnessed countless wars and conflicts.
Despite his great age and vast knowledge, Nereus remains humble and kind-hearted. He is often consulted by other gods and mortals alike for his wisdom and prophetic abilities, which are said to be unparalleled. Nereus takes great pride in his role as a teacher and mentor, and enjoys sharing his knowledge with those who seek it.
Nereus is a peaceful god by nature and does not like to interfere in the affairs of mortals or other gods. However, he is fiercely protective of the creatures that inhabit the sea, and will not hesitate to defend them from harm. He is particularly fond of the Nereids, his fifty daughters who are also known as sea nymphs. Nereus loves them deeply and takes great joy in watching over them.
In terms of his goals and aspirations, He simply wants to maintain balance and harmony in the sea. He believes that all creatures, both great and small, have a place in the ecosystem of the ocean, and that it is his duty to ensure that they are able to thrive. Nereus sees himself as a caretaker of the sea, and takes his responsibilities very seriously.
Nereus is an elderly god, with a long white beard and hair that flows down his back. He has kind, gentle eyes that seem to hold a lifetime of wisdom and experience. He is often depicted carrying a trident, and his weathered skin is the color of the sea itself, with a subtle shimmer that suggests a deep connection to the water. Despite his age, he is still strong and vigorous, with a commanding presence that belies his gentle nature.
Overall, Nereus is a wise, kind, and compassionate god who is deeply connected to the sea and its inhabitants. He is a beacon of knowledge and guidance, and serves as a reminder of the ancient power and wisdom that still exist in the world today.
Nereus, the Old Man of the Sea
Deity, Lawful Neutral
Armor Class: 30 (natural armor)
Hit Points: 1,000 (100d10 + 500)
Speed: 60 ft., swim 120 ft.
|30 (+10)||24 (+7)||30 (+10)||28 (+9)||30 (+10)||28 (+9)|
Saving Throws: Int +19, Wis +19, Cha +18
Skills: Perception +28, Insight +28
Senses: Darkvision 120 ft., passive Perception 38
Challenge Rating: 35 (235,000 XP)
Divine Magic. Nereus can cast spells as a 20th-level cleric with access to the following domains: Knowledge, Life, Nature, Tempest, and Water.
Amphibious. Nereus can breathe air and water.
Innate Spellcasting. Nereus’s innate spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). He can cast the following spells at will, without expending spell slots:
- Control water, Detect magic, Detect poison and disease, Speak with animals (fish only), Tongues (water-based languages only), Water breathing
He can also cast the following spells:
- 3/day each: call lightning, control weather, earthquake, shape water
- 1/day each: earthquake, tsunami
Magic Resistance. Nereus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Nereus’s weapon attacks are magical.
Regeneration. Nereus regains 30 hit points at the start of his turn if he has at least 1 hit point.
Legendary Resistance (3/day). If Nereus fails a saving throw, he can choose to succeed instead.
Lair Actions. On initiative count 20 (losing initiative ties), Nereus can take a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row:
- Water spouts erupt in four unoccupied spaces within 120 feet of Nereus. Each creature in those spaces must succeed on a DC 25 Strength saving throw or be pushed 20 feet in a random direction and knocked prone.
- Nereus creates a whirlpool in a 60-foot radius centered on a point he can see within 120 feet of him. Each creature in that area must make a DC 25 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pulled 20 feet toward the center. On a success, the creature takes half as much damage and isn’t pulled.
- Nereus floods the area with a sudden wave. Each creature on the ground within 120 feet of him must make a DC 25 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn’t knocked prone.
- Whirlpool: Nereus creates a whirlpool in the water within 120 feet of him. Each creature in the area must make a DC 25 Strength saving throw. On a failed save, a creature takes 50 (10d10) bludgeoning damage and is pulled 10 feet toward the center of the whirlpool.
- Tidal Wave: Nereus sends a massive wave crashing toward a creature within 120 feet of him. The creature must make a DC 25 Strength saving throw. On a failed save, the creature takes 50 (10d10) bludgeoning damage and is pushed 20 feet away from Nereus. On a successful save, the creature takes half damage and is not pushed.
- Corrosive Salt Spray: Nereus unleashes a spray of highly corrosive saltwater at a creature within 120 feet of him. The creature must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 50 (10d10) acid damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half damage and does not have disadvantage.
Legendary Actions. Nereus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Nereus regains spent legendary actions at the start of his turn.
- Attack. Nereus makes a melee attack.
- Control Water. Nereus casts control water.
- Whirlpool. Nereus creates a whirlpool in a 60-foot radius centered on a point he can see within 120 feet of him. Each creature in that area must make a DC 25 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pulled 20 feet toward the center. On a success, the creature takes half as much damage and isn’t pulled.
Regional Effects. The region containing Nereus’s lair is changed by his presence, which creates the following effects:
The sea is always calm within 6 miles of Nereus’s lair, making it easier to navigate by ship. All water creatures within 6 miles of Nereus’s lair gain advantage on Wisdom (Perception) checks and can communicate telepathically with each other while underwater. All land creatures within 6 miles of Nereus’s lair have disadvantage on saving throws against spells and magical effects related to water or the sea.
As Nereus gazes out over the sea, his mind drifts back to a time long ago, when the world was a very different place. He remembers the rise and fall of countless empires, and the many wars that had been fought on land and sea. Despite his great age, he feels a deep sense of sadness for the state of the world in the year 1453.
Nereus sees the great city of Constantinople under siege, and feels a sense of unease in his heart. He knows that the fall of this city will have far-reaching consequences for the people of the world, and he fears that it will only be the beginning of a new era of conflict and strife.
As a god of the sea, Nereus understands the power that lies in the water. He knows that the sea can bring life and prosperity to those who know how to use it, but it can also be a force of destruction and chaos. In this moment, he feels a deep sense of responsibility for the fate of the sea and its creatures, and he knows that he must act.
Nereus summons his daughters, the Nereids, and together they form a plan. They will use the power of the sea to aid the defenders of Constantinople, by creating a powerful storm that will drive back the enemy ships and protect the city from harm.
With a powerful surge of energy, Nereus and his daughters begin to channel the power of the sea. The water around them begins to churn and boil, and a great wind rises up from the depths. The sky darkens, and the sound of thunder echoes across the waves.
As the storm rages on, Nereus feels a sense of satisfaction in his heart. He knows that he has done his part to protect the world from the forces of destruction, and he feels a deep sense of pride in his role as a caretaker of the sea.
Currently he is doing everything in his power to protect the creatures of the sea to ensure that the balance of the natural world is maintained. He is working with his daughters, the Nereids, to channel the power of the sea and protect those in need. Above all, he is striving to maintain peace and harmony in a world that is all too often torn apart by conflict and violence.