Medium Fey (Aquatic, Extraplanar)
     Hit Dice:3d6+3 (13 hp)
     Speed:30 ft. (6 squares), swim 40 ft.
     Armor Class:16 (+3 Dex, +3 deflection), touch 16, flatfooted 13
     Base Attack/Grapple:+1/+0
     Attack: Touch +4 melee (drown) or dagger +4 melee (1d4–1/19–20)
     Full Attack:Touch +4 melee (drown) or dagger +4 melee (1d4–1/19–20)
     Space/Reach:5 ft./5 ft.
     Special Attacks:Drown, spell-like abilities, summon water elemental
     Special Qualities:Deflection, displacement, low-light vision, resistance to cold 10 and fire 10, shawl, speak with animals
     Saves:Fort +2, Ref +6, Will +4
     Abilities: Str 9, Dex 17, Con 12, Int 13, Wis 12, Cha 16
     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, Use Rope +3 (+5 involving bindings)
     Feats:Improved Initiative, Weapon Finesse
     Environment:Temperate aquatic
     Organization:Solitary or splash (2–4, plus 1–2 octopi, squid, or porpoises)
     Challenge Rating:4
     Treasure:No coins; 50% goods (metal or stone only); 50% items (no scrolls)
     Alignment:Usually chaotic neutral
     Advancement:By character class
     Level Adjustment:+3

A graceful, nymphlike being rises from the water, draped in a flowing white shawl reminiscent of a cresting wave.

Nereids are retiring fey native to the Elemental Plane of Water. They resemble tritons and share a common ancestry, but unlike their cousins they have never moved permanently to the Material Plane. Nereids occasionally leave their home plane to explore Material Plane seas.
      Tales speak of nereids as beautiful women who drown men with a kiss, but in fact they are extremely shy. A nereid is nearly impossible to detect in its element, with a shimmering body that is almost transparent. On the rare occasions that a nereid leaves the water, it takes on a more solid-looking appearance, resembling a pale elf wearing a distinctive shawl.
      Nereids are often found in the company of sea creatures and water elementals. They speak Aquan with voices that sound like the soft hiss of surf.


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.
        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 (see Drowning on page 304 of the Dungeon Master’s Guide). 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. *New spell described in Chapter 6.
       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 (see page 155 of the Player’s Handbook), 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.