Medium fey, chaotic neutral

Armor Class 19
Hit Points 120 (12d8+48)
Speed 30 ft., swim 60 ft.

11 (+0) 21 (+5) 19 (+4) 14 (+2) 18 (+4) 18 (+4)

Skills Nature +5, Perception +7, Perform +10
Senses darkvision 60 ft.; passive Perception 17
Languages Aquan, Common, Sylvan
Challenge 7 (2,900 XP)

Special Traits

  • Innate Spellcasting. The nereid’s innate spellcasting ability is Wisdom (spell save DC 15). The nereid can innately cast the following spells, requiring no material components:
  • Magic Resistance. The nereid has advantage on saving throws against spells and other magical effects.
  • Shawl. A nereid’s shawl (6 hit points) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 necrotic damage per hour until she dies. A nereid can craft a new shawl from water by making a DC 10 Wisdom check, but each attempt takes 1d4 hours to complete.
  • Transparency. When underwater, a nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action.
  • Unarmored Defense. If she wears no armor, a nereid’s Armor Class equals 10 + her Dexterity modifier + her Charisma modifier.


  • Multiattack. The nereid uses Beguile, then Suggestion.
  • Blind. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: the target must make a DC 15 Constitution saving throw. On a failure, the target is poisoned for 1 minute. A target is blinded while poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.
  • Beguile. Any creature within 30 feet of the nereid must make a DC 15 Wisdom saving throw. If failed, they have disadvantage on Wisdom (Perception) checks to perceive any creature other than the nereid. Creatures in combat with the nereid have advantage on this saving throw, and creatures that can’t be charmed are immune. The effect ends if the nereid is incapacitated or cannot be seen.
  • Drowning Kiss. A nereid can flood the lungs of one target within 5 feet that is willing, incapacitated, or affected by her Beguile. She touches the target, traditionally by kissing the creature on the lips. The target must make a DC 15 Constititution saving throw or immediately begin drowning. Drowning creatures begin choking. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer drowning.
  • Suggestion. The nereid suggests an action to a creature she can see within 30 feet that can hear and understand her. If the target fails a DC 15 Wisdom saving throw, it pursues the suggested course of action to the best of its ability. The effect ends when the action is completed, after 8 hours, or if the creature is harmed by the nereid or her allies, whichever comes first. Self-destructive suggestions are ignored, and creatures that can’t be charmed are immune.


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.

Sea Friends. Nereids are sometimes accompanied by a friendly aquatic predator like a shark, giant eel, or giant squid.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

This is not the complete license attribution - see the full license for this page