Page 241 - Tales from the Yawning Portal
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MARTIAL ARTS ADEPT
Within a lavish chamber inside the Hidden Shrine of Ta-
moachan, two dust-covered bodies are found reclining.
If their rest is disturbed, the bodies awaken from a state
of suspended animation and reveal themselves to be NEREID
monks of considerable capability. Medium fey, any chaotic alignment
NEREID Armor Class 13
Hit Points 44 (8d8 + 8)
One of the most inviting locations in the Hidden Shrine Speed 30 ft. , swim 60 ft.
of Tamoachan is a gently illuminated pool of water, be-
side which sits a lovely being singing a pleasant tune. STR DEX CON INT WIS CHA
The figure is a nereid- a fey water creature that can 10 (+O) 17 (+3) 12 (+l) 13 (+l) 14 (+2) 16 (+3)
shape its environment to suit its needs. Whether male or
female, a nereid bears an otherworldly beauty. Skiiis Acrobatics +5, Nature +3, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Elvish, Sylvan
MARTIAL ARTS ADEPT Challenge 2 (450 XP)
Medium humanoid (any race), any alignment
Armor Class 16 Amphibious. The nereid can breathe air and water.
Hit Points 60 (lld8 + 11) Aquatic Invisibility. If immersed in water, the nereid can make
Speed 40 ft.
itself invisible as a bonus action. It remains invisible until it
leaves the water, ends the invisibility as a bonus action, or dies.
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+l) 11 (+0) 16 (+3) 10 (+O) Mantle Dependent. The nereid wears a mantle of silky cloth the
color of sea foam, which holds the creature's spirit. The mantle
Skills Acrobatics +5, Insight +5, Stealth +5 has an AC and hit points equal to that of the nereid, but the
Senses passive Perception 13 garment can't be directly harmed while the nereid wears it. If
Languages any one language (usually Common) the mantle is destroyed, the nereid becomes poisoned and dies
Challenge 3 (700 XP) within 1 hour. A nereid is willing to do anything in its power to
recover the mantle if it is stolen, including serving the thief.
Unarmored Defense. While the adept is wearing no armor and Shape Water. The nereid can cast control water at will, requiring
wielding no shield, its AC includes its Wisdom modifier. no components. Its spellcasting ability for it is Charisma. This
use of the spell has a range of 30 feet and can affect a cube of
ACTIONS water no larger than 30 feet on a side.
Multiattack. The adept makes three unarmed strikes or three
Speak with Animals. The nereid can comprehend and verbally
dart attacks.
communicate with beasts.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft. ,
one target. Hit: 7 (ld8 + 3) bludgeoning damage. If the target ACTIONS
is a creature, the adept can choose one of the following addi- Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, reach 5
tional effects: ft. or range 30 ft., one target. Hit: 16 (2dl 2 + 3) acid damage,
and the target is blinded until the start of the nereid's next turn.
• The target must succeed on a DC 13 Strength saving throw or
drop one item it is holding (adept's choice). Drowning Kiss (Recharge 5-6). The nereid touches one creature
• The target must succeed on a DC 13 Dexterity saving throw it can see within 5 feet ofit. The target must succeed on a DC
or be knocked prone. 13 Constitution saving throw or take 22 (3dl2 + 3) acid dam-
• The target must succeed on a DC 13 Constitution saving age. On a failure, it also runs out of breath and can't speak for
throw or be stunned until the end of the adept's next turn. 1 minute. At the end of each of its turns, it can repeat the save,
ending the effect on itself on a success.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft. , one tar-
get. Hit: 5 (ld4 + 3) piercing damage. Water Lash. The nereid causes a 5-foot cube of water within 60
feet of it to take a shape of its choice and strike one target it
REACTIONS
can see within 5 feet of that water. The target must make a DC
Deflect Missile. In response to being hit by a ranged weapon 13 Strength saving throw. On a failed save, it takes 17 (4d6 +
attack, the adept deflects the missile. The damage it takes from 3) bludgeoning damage, and ifit is a Large or smaller creature,
the attack is reduced by ldlO + 3. If the damage is reduced to 0, it is pushed up to 15 feet in a straight line or is knocked prone
the adept catches the missile if it's small enough to hold in one (nereid's choice). On a successful save, the target takes half as
hand and the adept has a hand free . much damage and isn't pushed or knocked prone.
APPENDIX B I CREATURES
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