Nereus Old Man of the Sea
Few would ever believe that helping the elderly comes with the risk of danger, and fewer still would dispute the morality of helping an elder in need. But several bright hero's with strong potential have lost their lives for just such a reason, courtesy of the cold and clammy grip of the water spirts called the nereus.
Burden in Disguise The nereus are a group of deceptive elementals whose true form is that of an opaque cloud of mist, but which lure and deceive travelers in the form of an elderly individual, usually of the same race as the traveler. The nereus uses this apparent venerability to ask for assistance, usually in crossing a nearby stream, requiring the traveler to carry the nereus on its shoulders. But once sitting astride their unsuspecting victim, the nereus uses its incredible strength to remain there despite the victim's efforts to remove it, magically prodding and commanding its new servant to follow every order it gives. The nerus's only thought is for its own needs, and a nereus will often overwork its "steed" to the point of death by exhaustion, refusing to let them eat, drink, or even sleep.
Removing a Pest Once it has attached itself, removing a nereus can be incredibly difficult, but not impossible. The nereus might be strong, but someone even stronger might be able to remove the nereus from its position, leaving it much more vulnerable. Tricking the nereus, whether through cunning or magic, is also possible. Traveling groups, when at risk of losing a companion, often panic and make the mistake of attempting to attack the nereus outright. But with total control of its new ride, the nereus often deflects blows meant for itself with the body of its attacker's own companion, causing serious injury or even death for the creature it rides. When faced with nereus, the best course of action is simply to remain calm and outthink the situation, using less violent means to remove the nereus from its perch. But even when pulled back to the ground, the nereus remains dangerous, capable of exhaling powerful belches of putrid smells strong enough to stagger its opponents for just a moment - long enough for the nereus to once again grab hold of its previous victim, or another that might be nearby.
Nereus Old Man of the Sea
Few would ever believe that helping the elderly comes with the risk of danger, and fewer still would dispute the morality of helping an elder in need. But several bright hero's with strong potential have lost their lives for just such a reason, courtesy of the cold and clammy grip of the water spirts called the nereus.
Armor Class | 10 | ||
---|---|---|---|
Hit Points | 1d4+5 | ||
Speed | 30 ft. | Swim 50 ft. | |
Strength | 18 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 9 (-1) | ||
Intelligence | 12 (+1) | ||
Wisdom | 17 (+3) | ||
Charisma | 17 (+3) | ||
Skills | Athletics d20+10 | Deception d20+6 | Perception d20+6 |
Senses | Darkvision 60 ft. | Passive Perception 16 | |
Languages | Aquan | Common | Primordial |
Challenge | 6 (2300 XP) | ||
Special | Amphibious | The Nereus can breathe both air and water | |
Action 1 | Multiattack | the Nereus make three attacks with its dagger | |
Action 2 | Dagger | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d4+4 piercing damage | ||
Action 3 | Noxious Breath (Recharge 4-6) | The Nereus breathes a cloud of yellow, | poisonous fumes in a 30-foot cone, |
forcing all creatures in the radius to make a DC 14 Constitution saving throw. | On a failed save, a target takes 4d6 poison damage | and is stunned until the end of the Nereus's next turn. | On a success, the target takes half as much damage and is not stunned |
Action 4 | Ride | The Nereus attempts to climb onto the back of a creature it is currently grappling, | making a Strength (Athletics) check contested by the target's Strength (Athletics) |
or Dexterity (Acrobatics) check. | If the Nereus succeeds, it gains full control of the grappled creature. | On its turn, the grappled creature can only attempt to break free | of the nereu's grip and can take no other actions. |
The Nereus can use an action on its turn to take control of the grappled creature, | moving the target using the creature's own speed, | and forcing the target to take any action of the Nereus's choice. | If the Nereus would take damage while riding a creature, |
the Nereus can use its reaction to cause the creature | it is riding to take the damage instead | ||
Action 5 | Shapechange | The Nereus uses its action to transform into a beast of its choice with a swim speed | whose CR is equal to or less than the Nereus's own, |
a cloud of mist, or back again. | While in the shape of a cloud of mist, | the Nereus has a flying speed of 30 ft., | is immune to bludgeoning, piercing, slashing, |
and all nonmagical damage, | and can not transform into a cloud of mist | if it is currently grappled or restrained |
Remove these ads. Join the Worldbuilders Guild
Comments