Nereid

This beautiful woman has pearlescent skin and long, dark hair. Her nudity is barely hidden by a diaphanous, wet shawl.

CR: 10 XP: 9,600


CN Medium fey (water)


Init: +9 Senses: low-light vision Perception: +21


Aura: beguiling aura


Defense

AC: 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)


hp: 126 (12d6+84)


Fort: +11 Ref: +17 Will: +14


Defensive Abilities: transparency


DR: 10/cold iron


Immune: cold, poison


SR: 21


Weaknesses: shawl


Offense

Speed: 30 ft., swim 60 ft.


Melee: touch +10 (poison)


Ranged: spray +15 touch (poison)


Special Attacks: drowning kiss


Spell-Like Abilities: (CL 12th; concentration +17) At will—control water, suggestion (DC 20; only against creatures that are currently fascinated by her beguiling aura) 1/day—summon monster VI (water elementals only)


Statistics

Str: 11 Dex: 29 Con: 24 Int: 14 Wis: 22 Cha: 21


Base Atk: +6 CMB: +15 CMD: 37


Feats: Ability Focus (poison), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse


Skills: Bluff +20, Escape Artist +24, Knowledge (nature) +17, Perception +21, Perform (sing) +20, Sense Motive +21, Stealth +24, Swim +23


SQ: change shape (medium water elemental, elemental body II), unearthly grace


Languages: Aquan, Common, Sylvan


Ecology

Environment: any aquatic


Organization: solitary or troupe (1 nereid plus 1 giant squid, 1 giant octopus, 1 giant moray eel, or an orca)


Treasure: standard


Description

Beguiling Aura (Su) Any creature sexually attracted to women runs the risk of being beguiled by a nereid if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a DC 25 Will save, it is immediately fascinated. A nereid may use her suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Drowning Kiss (Su) A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to –1 hit points and be dying; on the third round it must save again or die (see page 445 of the Pathfinder RPG Core Rulebook). The save DC is Constitution-based.

Poison (Ex) Touch or spray—contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus blindness; cure 2 consecutive saves.

Shawl (Ex) A nereid’s shawl (hardness 2, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making a DC 25 Will save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid’s shawl require the sunder or disarm attempts.

Transparency (Su) When underwater, a nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.

Unearthly Grace (Su) A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.

Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water.

Many sailors have met their doom following a nereid, for though a nereid’s beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature’s shawl, the cloth can be used to force the nereid’s compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl’s safety.

530 83 530 8 Nightshade The malevolent nightshades are a mysterious form of necrotic abominations composed of equal parts darkness and ineffable evil. They are living wells of hatred and death, their mere presence sapping the light, heat, and life from all around them, leaving nothing but the heavy, hanging pallor of an open grave in their passing. To nightshades, life is a corruption and a blight. Creation must be purged of this disruption, so that all existence can be welcomed into the sweet embrace of darkness and death. To this end, nightshades seek nothing less than the annihilation of all that is, that was, and that will be. Nightshades call to themselves legions of undead and shadow-spirits­—those who hate the burning sun and the sweet spark of life as much as they themselves do. They rarely ally with living beings who share their vision of extinguishing the sun and exterminating all who stand before them, though such alliances do, at times, occur. Adapting the forms of their kind to pursue the cause of death in every environment and situation, upon the land, in the sky and the sea, and even in the deep places of the world beneath, nightshades marshal their unliving armies. Yet for all their singleness of purpose, they are no mindless beasts. They are clever and patient planners, willing to grant favors to allies or minions as long as they prove themselves useful, and equally willing to turn on them and destroy them the moment their usefulness has been exhausted, rendering their tortured and murdered spirits into deathless slaves.

Nightshades originate in the deepest voids at the planar juncture of the Plane of Shadow and the Negative Energy Plane, where reality itself ends. Here lies a vast adumbral gulf where the weight of infinite existence compresses the null-stuff of unlife and the tenebrous webs of shadow-reality into matte, crystalline plates and shards of condensed entropy. Many fiends seeking the power of ultimate destruction have sought this place, hoping to harness its power for their own ends, but the majority discover the power of distilled entropy is far greater than they bargained for. Their petty designs are washed away as they become one with the nothing, with first their minds and then their bodies being remade, forged no longer of living flesh but of the lifeless, deathless matter of pure darkness incarnate. Recast into one of a handful of perfected entropic forms (some whisper, forged by a dark being long imprisoned at the uttermost end of reality), these immortal fiendish spirits still burn with the freezing fire of insensate evil, but are now distilled and refined through the turning of ages to serve entropy alone. To say that nightshades form from the necrotic flesh and transformed souls of powerful fiends is technically correct, but the transformation that these foolish paragons of evil undergo is even more hideous than such words might suggest.

While the majority of nightshades are the product of such fiendish arrogance, this is by no means the only source for these powerful undead creatures. Many nightshades commit themselves to the harvesting of immortal souls of every race and loyalty, casting their broken and shattered bodies into the negative voidspace, where the residue of their divine essence slowly precipitates and congeals in the nighted gulf. Whatever their origin, in this heart of darkness all souls embrace destruction. When a critical mass of immortal soul energy is reached, a new nightshade is spawned. The souls of mortals lost to the negative plane are drawn up and reborn as undead long before becoming co-opted within the gulf; mortal spirits are the servants of the nightshades, but only the essence of immortality can provide the spiritual fuel to ignite the fire of their unlife. The most common nightshades are the nightwalkers, long-striding giant fiends often found at the head of undead armies. They are the generals of the nightshade army, the commanders of legions and the organizers of the deaths of worlds.

Yet in places the nightwalkers cannot easily reach, the vast gulfs of the sea and the soaring heights of the clouds above, other nightshades rule. Above flop the immense bat-like nightwings, deadly in their own right yet content to serve at the behest of their stronger cousins. When these monstrosities come to the Material Plane, they swoop down in the dawn to take shelter in abandoned necropolises or vast crypts, emerging at dusk to prey upon nations. As above, so do the realms below quake from the passage of nightshades. Here, immense nightcrawlers slither and creep. These umbral worms do not often venture forth from the deep, forgotten caverns they dwell in, but when they do, entire kingdoms die as their nighted coils writhe and work their inevitable way through the population. But for all of the nightmare potential posed by these undead paragons, they all pale in comparison to the mightiest nightshades of all—the shark-like nightwave. This monstrosity prowls the lightless depths of ocean trenches, gathering the souls of the countless drowned dead or preying upon deep aquatic races. Yet those who cleave to the shallows or ply the surface of the seas are not safe from the ravenous nightwaves either, for in the darkest night, these undead monsters rise up to harvest souls from ships and shore as well.

Yet even the dreaded nightwaves are not enough to fill the nightmares of great heroes. Rumors of more powerful nightshades are whispered fearfully in certain circles— creatures of such immense power that their mere existence can drain entire planets of life in a matter of weeks. If such monstrosities truly exist, then all life may be but a fleeting spark in the dark folds of a forever-doomed future. Nereid–Nightshade 530 8 530 85 Nightshade, Nightcrawler This immense worm is covered with plates of dead-black, chitinous armor. Its toothy maw yawns like a cave.

Source: Pathfinder Roleplaying Game Bestiary 2