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| Steve Russell04-10-06, 12:16 PM | Elder Nereid Medium Fey (Water) Hit Dice: 10d6+40 (75 hp) [85 hp/-1/-10] Initiative: +4 (+4 Dex) Speed: 30 ft. (6 squares), swim 40 ft. (8 squares) Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18 Base Attack/Grapple: +5/+7 Attack: Spit +9 ranged (poison) Full Attack: Spit +9 ranged (poison) Space/Reach: 5 ft./5 ft. Special Attacks: Beguilement, control water, kiss, poison, shape water and water mastery Special Qualities: Defensive form, immune to acid, fire, electricity, and sonic, low-light vision, spell resistance 24, transparency, and vulnerability to cold Saves: Fort +9, Ref +13, Will +10 Abilities: Str 15, Dex 18, Con 18, Int 16, Wis 16, Cha 24 Skills: Bluff +20, Concentration +17, Escape Artist +17, Hide +17, Knowledge (geography) +16, Listen +16, Sense Motive +16, Spot +16, Swim +15 Feats: Dodge, Great Fortitude, Lightning Reflexes, Quicken Spell-like Ability Environment: Any aquatic Organization: Solitary, Gang (2-5), or Troop (20-40) Challenge Rating: 12 Treasure: Double standard Alignment: Usually chaotic neutral Advancement: 11-20 HD (Medium); 21-30 HD (Large) Level Adjustment: - "A very beautiful, naked, women with long golden hair, pearly white skin, and green almond shaped eyes." DC 22: This water fey is called an elder nereid, her natural form is that of a pool of water it can assume huminoid form at will (free action) DC 32: The elder nereid have beguiling looks and possess a deadly kiss. They are mistresses of water on the scale of elder druids. Do not let them spit in your eyes. Their watery nature makes them difficult to find and more difficult to strike effectively and all but one form of energy fails to harm them. Their fey nature makes them difficult to effect directly with spells. DC 42: See invisiblity and a good cold-based spell are your best friends fighting this water-witch Beguilement (Su): A creature who is attracted to the nereid’s gender must succeed on a DC 22 will save or be instantly smitten with her and beguiled. A beguiled creature seeks to steal a kiss from the nereid. This is a mind –affecting charm effect. The save DC is Charisma-based. Control Water (Sp): A nereid can control water at will as the spell (caster level 21st) Kiss (Su): Any creature meeting the lips of a nereid must succeed on a DC 22 Fortitude save or die instantly as its lungs fill with boiling water. This is a death effect. The save DC is Charisma based. Poison (Ex): Contact (20 fee, no range increments), Fortitude DC 19, initial and secondary damage blinded for 2d6 rounds. The save DC is Constitution based. Shape Water (Su): -water apendage: A nereid can form a volume of water into a shape that can attack (AC 25 hp 15). The shape attacks using the nereid’s attack roll and deals 1d6 points of damage each time it hits. The nereid does not need to concentrate to maintain the arm. At 0 hit points (or upon the death of the nereid that created it), the shape collapses into normal water. -Deep Pressure: 5’radius burst 5d6 reflex DC 22 half, save DC is charisma based. -Water Barrier: 5’ wide, 20’tall, 35’ feet long, blocks ranged attacks and line of effect, but neither sight nor sound, it requires a swim check DC 22 to pass through and lasts for 20 minutes. The skill check DC is charisma based. Defensive Form (Su): A nereid that is attacked with melee or ranged attack (including grappling attacks) can, by making a successful Reflex save (DC 10 + half attacker’s HD + attacker’s Str or Dex modifier), transform her body into natural water and flow away unharmed. Transparency (Su): A nereid is naturally invisible in water until she assumes her humanoid form or attacks (and then is visible for one round). Vulnerability to Cold (Su): A nereid suffers +50% damage from all cold based spells and effects and does not gain the benefits of her spell resistance against spells or spell-like abilities with the cold descriptor. |
| pileobone04-10-06, 01:38 PM | Hit Dice: 10d6+40 (75 hp) [85 hp/-1/-10] What is: [85 hp/-1/-10]? Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18 Hmm, why'd you give this creature nat armor? Just doesn't seem to fit to me. Besides those questions, cool creature. I like the defensive form ability. |
| Steve Russell04-10-06, 03:39 PM | 1. A hold over from my planned use in my hombrew adventure and the Arcan unearthed dying and dead scale. 2. to keep up with my AC/CR scale. It take the same idea for why water elementals have natural armor. 3. thanks the defesive form is my favorite ability, I always liked the idea but things like the monks deflect arrows and other such abilites never took into account the skill or ability of the attacker, I thought about making it based on the attack roll but I thought this was simplier. |