Nereid - Saltwater Nymph

(Generated 75 times)
Namelist Celt females (View names)
Rank Master
Race Nymph
Cult rank None
Notes AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Boating, Seamanship and Swim in their realm.Vulnerable to foulness in environment - each reduces magic points by one for the duration. Direct their waters to flow contrarily. Make waters foul or sweet to drink to the point of causing or curing disease. Can animate salt water, becoming effectively identical to an undine Anaxial Annex. They are more aggressive than their riverine cousins, requiring less provocation to attack. Nereids employ whips made from magically strengthened seaweed or other natural fibre, and are generally willing to fight hand-to-hand alongside any creatures they may summon. They are not foolhardy, however, and will hang back or change into undine form should their opponents prove powerful enough to warrant it. Nereids have green skin, often with traces of scales, and wild, dark hair. They are free to move throughout a wide region of the sea which may be dozens of miles across; the boundaries are not visible to humans, although mermen say that they can detect differences in the currents or the taste of the water that distinguish the home of one nereid from those of its neighbours. Such regions are dynamic, and the boundaries may move with the seasons, tides, or for other, less clear reasons, but the nereids' sense of 'place' is so alien to humans that it is unclear to what extent they are aware of these changes. Nereids are particularly friendly with the Murthoi (blue elves), and seem to tolerate all but the most naturally destructive of native water beings.
STR 2d6+3
CON 2d6+6
SIZ 2d6+3
DEX 2d6+12
INT 2d6+9
POW 1d6+18
CHA 2d6+12
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right Arm 0
16-18 Left Arm 0
19-20 Head 0
Movement 6
Natural armor Yes

Non-random features

Ability ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.
Ability ***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells.
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased

Standard skills

Athletics STR+DEX+9D10 Brawn STR+SIZ+2D10 Endurance CON+CON+4D10+20
Evade DEX+DEX+6d10+20 Perception INT+POW+9D10 Stealth DEX+INT+9D10
Swim STR+CON+2d10+50 Willpower POW+POW+9D10

Magic skills

Folk Magic POW+CHA+6D10

Professional skills

Seduction INT+CHA+2d10+40

Combat styles

Spectral Combat60+6D10

Weapon options

1-handed weapons

Amount: 0
Whip (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Spirit Damage (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Spirit Damage ranged 1d10 M M - None N N 0 0

Folk spells

Amount: 2
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Coordination 1 Extinguish 1 Heal 1