Elemental, Water Kin
| Nereid
| Water Weird
|
Climate/Terrain:
| Tropical or temperate water
| Any water
|
Frequency:
| Very rare
| Very rare
|
Organization:
| Solitary
| Solitary
|
Activity Cycle:
| Any
| Any
|
Diet:
| Clean water
| See below
|
Intelligence:
| Very (12)
| Very (11-12)
|
Treasure:
| X
| I, O, P, Y
|
Alignment:
| Chaotic (any)
| Chaotic evil
|
No. Appearing:
| 1-4
| 1-3
|
Armor Class:
| 10
| 4
|
Movement:
| 12, Sw 12
| 12
|
Hit Dice:
| 4
| 3+3
|
THAC0:
| 17
| 15
|
No. of Attacks:
| 0
| 0
|
Damage/Attack:
| 0
| 0
|
Special Attacks:
| See below
| Drowning
|
Special Defenses:
| See below
| See below
|
Magic Resistance:
| 50%
| Nil
|
Size:
| M (4'-5' tall)
| L (10'+ long)
|
Morale:
| Steady (11)
| Elite (13)
|
XP Value:
| 975
| 420
|
These creatures from the elemental plane of Water, sometimes called "honeyed
ones," are unpredictable and playful; half are chaotic neutral, and others tend
toward good or evil. Using disguise, nereids lead sailors to their dooms.
Nereids are transparent in water, 95% undetectable except as froth and golden
seaweed. Upon contact with air, they assume human form, usually as voluptuous
young females with long, golden hair, pearly white skin, and sparkling green
eyes. Their voices and songs are lovely. A nereid always carries a white shawl,
either in its hands or over head and shoulders, and is lightly clad in white and
gold. If confronted by only females, the nereid appears in a male guise, but a
woman has a 65% chance to see through the disguise. All males who see a nereid
are incapable of harming it (no saving throw).
Combat: Nereids can spit venom 20 feet, blinding a target for 2d6 rounds if it hits;
the venom can be washed away with water. A blinded victim's attack rolls, saving
throws, and AC are all worsened by 4 until the effects wear off.
Nereids can
control water within 30 feet; it can use waves to slow movement to normal, increase
chances of drowning by 10%, or crash with a roar that deafens characters within 60
feet for 3d4 rounds if precautions are not taken. Nereids can also form the
water to look like a water weird, and cause it to strike as a 4 HD monster and
inflict ld4 points of damage.
A nereid is 85% likely to have a pet for protection, with equal chances for a
giant eel, giant otter, giant poisonous snake, giant octopus, giant squid,
dolphin, giant leech, or sting ray.
If the nereid makes a successful saving throw vs. poison, she can flow like
water, avoiding weapon damage or escaping a captor. The nereid's kiss causes a
man to drown, unless he makes a successful saving throw vs. breath weapon, with a
-2 penalty. If he lives, he finds ecstacy.
The nereid protects its shawl at all costs, for it contains the nereid's
essence; if it is destroyed, the nereid dissolves into formless water. Possession of
a nereid's shawl gives a character control over the creature, which will
accept commands to avoid damage to the shawl. Stories tell of forlorn nereids who
follow the ships of a powerful foes who have stolen their shawls. A nereid will
lie and attempt anything short of violent action to regain its soul-shawl.
Habitat/Society: A nereid found on the Prime Material plane has either escaped or been exiled
from its home plane. Though usually solitary, a small group of nereids with the
same alignment sometimes live together, led by the eldest.
Polluted waters drain nereids' vigor, and even good nereids may attack those
who pollute their lairs. Nereids do not value metals, but save any magical
treasure they gain. The nereid has no goals or ambitions other than cavorting in
water.
Ecology: Nereid shawls command handsome sums, but are seldom sold and are very rare.
One who holds a shawl can use the enslaved nereid as a guide on the plane of
Water.
Water Weird
These strange creatures from the plane of Water are hostile when encountered
on the Prime Material plane, as they are usually magically kept from going home.
If communication is achieved, a bargain can sometimes be struck with the
creature.
Water weirds appear to be common water; a
detect invisibility reveals something amiss, but not the nature of the threat. When a water weird
detects a living being, it assumes serpentine form (this takes two rounds). It
attacks as a 6 HD creature; those hit must make a successful saving throw vs.
paralyzation, or be pulled into the water. Each round spent in the water
requires another saving throw; failure indicates death by drowning, which releases
energy that the water weird consumes. A water weird that comes in contact with a
normal water elemental has a 50% chance to usurp control of it.
Water weirds take only 1 hp damage from piercing and slashing weapons. The
take half damage from fire, none if they make a successful saving throw. Intense
cold acts as a
slow spell on water weirds. If reduced to 0 hp or less, a water weird is
disrupted, and it reforms in two rounds. A
purify water spell will instantly kill a single water weird.
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