The Nereid is a Level 10 creature, with Armor Class 30 and 175 hit points. A nereid is a mercurial water spirit that guards pristine aquatic realms with invisibility and fey grace.
- **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.
- **Drowning Touch** (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 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 (Pathfinder Core Rulebook 478). If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
- **Manifest Shawl** (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.
Common Questions
How much HP does a Nereid have?
175 hit points.
What level is a Nereid?
Level 10.
What is a Nereid's Armor Class?
AC 30.
How fast can a Nereid move?
Speed 25 ft., swim 50 ft.
Use Nereid at your table
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Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.