Until Thy Kingdom Come
Nereid Simulacrum Bodyguard
CN Medium fey (aquatic, water)
Init + 9; Senses low-light vision; Perception + 21
Aura beguiling aura
AC 25, touch 25, flat-footed 15 (+ 5 deflection, + 9 Dex, + 1 dodge)
hp 66 (6d6 + 42)
Fort + 9, Ref + 14, Will + 11
Defensive Abilities transparency; DR 10/cold iron; Immune cold, poison; SR 18
Speed 30 ft., swim 60 ft.
Melee poison touch + 3 (poison)
Ranged poison spray + 12 (poison)
Special Attacks drowning kiss
Spell-Like Abilities (CL 5th; concentration + 10)
At will—control water, suggestion (only against creatures fascinated by her beguiling aura)
1/day—summon monster VI (water elemental only)
Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
Base Atk + 3; CMB + 12; CMD 28
Feats Ability Focus (poison), Agile Maneuvers, Dodge
Skills Bluff + 14, Escape Artist + 18, Knowledge (nature) + 11, Perception + 15, Perform (sing) + 14, Sense Motive + 15, Stealth + 18, Swim + 17
Languages Aquan, Common, Sylvan
SQ amphibious, change shape (medium water elemental, elemental body II), unearthly grace
Beguiling Aura (Su) Any creature who is sexually attracted to women runs the risk of being
beguiled by a nereid if he or she looks upon her beauty from a distance of 30 feet or less. Creatures who fail a DC 21 Will save are immediately fascinated. The 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 him (traditionally by kissing him on the lips). The target immediately begins to drown if he cannot breathe water. On his turn, the kissed creature can attempt to cough up this supernatural water by succeeding on a DC 23 Fortitude save; otherwise he begins to drown (Pathfinder RPG Core Rulebook 445). Each round the drowning continues, the victim may attempt a new DC 23 Fortitude save to cough up the water. The save DC is Constitution-based.
Poison (Ex) Touch or spray (range 30 ft.)—contact; save Fort DC 20; 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. The 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 the shawl should be treated as 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 modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class as long as she wears no armor.