b'Nereid \n'b'\n'b'  Medium   fey ,  chaotic neutral  \n'b'  Armor Class  19 \n'b' Hit Points  120 (12d8+48) \n'b' Speed  30 ft., swim 60 ft.\n'b' STATS STR: 11 (+0) DEX:  21 (+5)  CON:  19 (+4)  INT:  14 (+2)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Nature  +5,  Perception  +7, Perform +10 \n'b' Senses   darkvision  60 ft.; passive  Perception  17 \n'b' Languages  Aquan, Common, Sylvan \n'b' Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'\n'b'  Innate Spellcasting . The nereid\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 15). The nereid can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  control water  \n'b'\n'b'  Magic Resistance . The nereid has advantage on saving throws against spells and other magical effects. \n'b'  Shawl . A nereid\xe2\x80\x99s 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. \n'b'  Transparency . When underwater, a nereid\xe2\x80\x99s body becomes transparent, effectively rendering her  invisible . She can become visible or transparent on her turn without using an action. \n'b'  Unarmored Defense . If she wears no armor, a nereid\xe2\x80\x99s Armor Class equals 10 + her  Dexterity  modifier + her  Charisma  modifier. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The nereid uses Beguile, then  Suggestion . \n'b'  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 . \n'b'  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\xe2\x80\x99t be  charmed  are immune. The effect ends if the nereid is  incapacitated  or cannot be seen. \n'b'  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. \n'b'  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\xe2\x80\x99t be  charmed  are immune. \n'b'\n'b' About \n'b' 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\xe2\x80\x99s beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature\xe2\x80\x99s shawl, the cloth can be used to force the nereid\xe2\x80\x99s compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl\xe2\x80\x99s safety. \n'b'  Sea Friends . Nereids are sometimes accompanied by a friendly aquatic predator like a shark, giant eel, or giant squid.'