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    Monster Trove: Things Others Swore They Saw

    Nereid

    Medium - Impartial Impartial (Wanderer)
    HP
    26
    AC
    13
    DR
    0
    Attacks
    1
    Attack
    1d6+2
    Size
    Medium
    Alignment
    Impartial Impartial (Wanderer)
    Intelligence
    Average (8-10)
    Magic Resistance
    Spells that command weather at sea are contested by her automatically, and in her own water she generally wins.
    Saves
    Quick 2 / Tough 1 / Mind 1

    Fifty daughters of the old sea, and any one of them can flatten a swell or raise one. They keep company with sailors more often than with anyone else and are generally well disposed toward them, which is exactly why the ones who are not well disposed are so dangerous. A nereid does not need to attack a ship. She only has to stop helping it, at the wrong moment, in the wrong water.

    Special Attack

    Raise the Swell: 60 ft, save Dex Quick, fail save roll 1d6+2 bludgeoning as the water heaves; creatures aboard a small vessel are put over the side, cooldown 3 rounds. Riptide: bludgeoning, melee 10 ft, +2 to hit, 1d6+2.

    Special Defense

    Calm the Water: as an action she can flatten the sea within 100 ft, ending storm and swell effects entirely. She will do this for a vessel that has treated the sea well, and pointedly not for one that has not. Of the Deep: she cannot drown, cannot be held underwater to any effect, and swims faster than any ship sails.