Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: HELP vietato leggere per  SBRECCHE!!!

qualcuno di voi ha nulla sulle nereidi? io sul manuale dei mostri base non 
le ho!!
parlo di 2 edizione, mi serve per una campagna!!!
-- 
Noi vogliamo avere il diritto di andarcene appena viene il
buio decidendolo ora, quando la luce è ancora accesa.
[dal testo sul testamento biologico]
Sveglia fatosa di Berserk76

 parlo di 2 edizione, mi serve per una campagna!!!
Qui trovi qualcosa:
http://www.pandius.com/nereid.html
Cmq se per stasera nessuno ti ha già risposto vedo cosa trovo a casa.
-- 
Bye.
--
-:¦:-¸..· ´¨¨))  -:¦:-
           ¸.·´ .·´¨¨))
         ((¸¸.·´  ..·´   -:¦:-   Giuseppe A.
        -:¦:-    ((¸¸.·´
Milano - Italy - IHGGER #7 - IHGGDER #33
Membro n° 7 della gilda anti-halfling!
Membro n° 1 della gilda anti-psionici!!
Home-Page: 
http://beppe63.altervista.org/

 Cmq se per stasera nessuno ti ha già risposto vedo cosa trovo a casa.
Ecco il resto:
Nereid
Climate/Terrain:  Tropical or temperate water
Frequency:  Very rare
Organization:  Solitary
Activity Cycle:  Any
Diet:  Clean water
Intelligence:  Very (12)
Treasure:  X
Alignment:  Chaotic (any)
No. Appearing:  1-4
Armor Class:  10
Movement:  12, Sw 12
Hit Dice:  4
THAC0:  17
No. of Attacks:  0
Damage/Attack:  0
Special Attacks:  See below
Special Defenses:  See below
Magic Resistance:  50%
Size:  M (4'-5' tall)
Morale:  Steady (11)
XP Value:  975
Water Weird
Climate/Terrain:  Any water
Frequency:  Very rare
Organization:  Solitary
Activity Cycle:  Any
Diet:  See below
Intelligence:  Very (11-12)
Treasure:  I, O, P, Y
Alignment:  Chaotic evil
No. Appearing:  1-3
Armor Class:  4
Movement:  12
Hit Dice:  3+3
THAC0:  15
No. of Attacks:  0
Damage/Attack:  0
Special Attacks:  Drowning
Special Defenses:  See below
Magic Resistance:  Nil
Size:  L (10'+ long)
Morale:  Elite (13)
XP Value:  420
These creatures from the elemental plane of Water, sometimes called "honeyed 
ones," are unpredictable and playful; half are chaotic neutral, and others tend 
toward good or evil. Using disguise, nereids lead sailors to their dooms. 
Nereids are transparent in water, 95% undetectable except as froth and golden 
seaweed. Upon contact with air, they assume human form, usually as voluptuous 
young females with long, golden hair, pearly white skin, and sparkling green 
eyes. Their voices and songs are lovely. A nereid always carries a white shawl, 
either in its hands or over head and shoulders, and is lightly clad in white and 
gold. If confronted by only females, the nereid appears in a male guise, but a 
woman has a 65% chance to see through the disguise. All males who see a nereid 
are incapable of harming it (no saving throw).
Combat: Nereids can spit venom 20 feet, blinding a target for 2d6 rounds if it 
hits; the venom can be washed away with water. A blinded victim's attack rolls, 
saving throws, and AC are all worsened by 4 until the effects wear off. Nereids 
can control water within 30 feet; it can use waves to slow movement to ¼ normal, 
increase chances of drowning by 10%, or crash with a roar that deafens 
characters within 60 feet for 3d4 rounds if precautions are not taken. Nereids 
can also form the water to look like a water weird, and cause it to strike as a 
4 HD monster and inflict ld4 points of damage. A nereid is 85% likely to have a 
pet for protection, with equal chances for a giant eel, giant otter, giant 
poisonous snake, giant octopus, giant squid, dolphin, giant leech, or sting ray. 
If the nereid makes a successful saving throw vs. poison, she can flow like 
water, avoiding weapon damage or escaping a captor. The nereid's kiss causes a 
man to drown, unless he makes a successful saving throw vs. breath weapon, with 
a -2 penalty. If he lives, he finds ecstacy. The nereid protects its shawl at 
all costs, for it contains the nereid's essence; if it is destroyed, the nereid 
dissolves into formless water. Possession of a nereid's shawl gives a character 
control over the creature, which will accept commands to avoid damage to the 
shawl. Stories tell of forlorn nereids who follow the ships of a powerful foes 
who have stolen their shawls. A nereid will lie and attempt anything short of 
violent action to regain its soul-shawl.
Habitat/Society: A nereid found on the Prime Material plane has either escaped 
or been exiled from its home plane. Though usually solitary, a small group of 
nereids with the same alignment sometimes live together, led by the eldest. 
Polluted waters drain nereids' vigor, and even good nereids may attack those who 
pollute their lairs. Nereids do not value metals, but save any magical treasure 
they gain. The nereid has no goals or ambitions other than cavorting in water.
Ecology: Nereid shawls command handsome sums, but are seldom sold and are very 
rare. One who holds a shawl can use the enslaved nereid as a guide on the plane 
of Water.
Water Weird
These strange creatures from the plane of Water are hostile when encountered on 
the Prime Material plane, as they are usually magically kept from going home. If 
communication is achieved, a bargain can sometimes be struck with the creature. 
Water weirds appear to be common water; a detect invisibility reveals something 
amiss, but not the nature of the threat. When a water weird detects a living 
being, it assumes serpentine form (this takes two rounds). It attacks as a 6 HD 
creature; those hit must make a successful saving throw vs. paralyzation, or be 
pulled into the water. Each round spent in the water requires another saving 
throw; failure indicates death by drowning, which releases energy that the water 
weird consumes. A water weird that comes in contact with a normal water 
elemental has a 50% chance to usurp control of it. Water weirds take only 1 hp 
damage from piercing and slashing weapons. The take half damage from fire, none 
if they make a successful saving throw. Intense cold acts as a slow spell on 
water weirds. If reduced to 0 hp or less, a water weird is disrupted, and it 
reforms in two rounds. A purify water spell will instantly kill a single water 
weird.
-- 
Bye.
--
-:¦:-¸..· ´¨¨))  -:¦:-
           ¸.·´ .·´¨¨))
         ((¸¸.·´  ..·´   -:¦:-   Giuseppe A.
        -:¦:-    ((¸¸.·´
Milano - Italy - IHGGER #7 - IHGGDER #33
Membro n° 7 della gilda anti-halfling!
Membro n° 1 della gilda anti-psionici!!
http://beppe63.altervista.org/
 

:O
Grazie!!!!!!!
