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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