About Ránëwén Elanessë
Nereid Flowing Monk 10
CN Medium fey (water)
Init +10; Senses low-light vision; Perception +19
Aura beguiling aura (30-ft., DC 24)
Defense
AC 36, touch 36, flat-footed 17 (+7 deflection, +10 Dex, +6 Wis, +2 monk, +1 dodge)
hp 126 (10d8+70+10)
Fort +14, Ref +17; _2 to avoid falling (including falling prone), Will +13; +2 vs. enchantments
Defensive Abilities transparency; DR 10/cold iron; Immune cold, poison; SR 21
Weaknesses shawl
Offense
Speed 30 ft., swim 60 ft.
Melee touch unarmed strike +17/+12 (1d10+10/20) or unarmed strike flurry of blows +18/+18/+13/+13 (1d10+10/20) or +10 (poison)
Ranged spray +17 touch (poison)
Special Attacks drowning kiss, flurry of blows
Spell-Like Abilities (CL 12th; concentration +17)
- At will—control water, suggestion (DC 19; only against creatures that are currently fascinated by her beguiling aura)
- 1/day—summon monster VI (water elementals only)
Statistics
Str 11, Dex 30 (29 Base +1 Level), Con 24, Int 14, Wis 22, Cha 24 (21 Base +1 Level +2 Enhancement)
Base Atk +7; CMB +20 (+22 reposition; +24 trip); CMD 46 (48 vs. reposition; 52 vs. trip)
Feats Ability Focus (beguiling aura)**, Agile Maneuvers**, Combat Expertise, Combat Reflexes, Defensive Combat Training**, Dodge**, Greater Trip, Improved Feint*, Improved Reposition*, Improved Trip*, Improved Unarmed Strike*, Mobility**, Stunning Fist (DC 21), Vicious Stomp, Weapon Finesse**
Traits Acrobat, Pearl Diver
Skills Appraise 3, Acrobatics 23, Bluff 23, Climb 8, Diplomacy 23, Percpetion 19, Perform (Sing) 23, Sense Motive 19, Stealth 23, Swim 17; Modifiers +4 competnece bonus on Acrobatics to move through a threatened square or through an enemy's space, -2 instead of the normal -5 when using the Climb skill to attempt an accelerated Climb
Languages Aquan, Common, Sylvan
SQ change shape (medium water elemental, elemental body II), unearthly grace
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 Acrobat Slippers 3,000 gp, Amulet of Mighty Fists (Agile) 5,000 gp, Belt of Tumbling 800 gp, Circlet of Persuasion 4,500 gp, Headband of Alluring Charisma +2 4,000 gp, Shawl of Life-Keeping 1,000 gp, Sleeves of Many Garments 200 gp
Special Abilities
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 24 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 22 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. The save DC is Constitution-based.
Poison (Ex) Touch or spray—contact (range 30-ft.); save Fort DC 22; 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.
AC Bonus (Ex)
Flurry of Blows (Ex) +8/+8/+3/+3
Redirection (Ex) Immediate Action - Reposition and Trip (Reflex 21: Sickened for 3 rounds)
Unbalancing Counter (Ex)
Improved Evasion (Ex)
Flowing Dodge (Ex)
Maneuver Training (Ex)
Still Mind (Ex)
Ki Pool (Su) (Magic, Cold Iron/Silver, Lawful) 11
High Jump (Ex)
Elusive Target (Ex)
Slow Fall 50ft (Ex)
Wholeness of Body (Su)
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.