Necker / Merman

Arkania Online Monsters - Necker / Merman

There are many legends about the origin of the neckers. It is said that they were created by Efferd from sea foam and sea waves, some consider them to be creatures of Mada, to whose metal, moon silver, they are said to have a special relationship. Others, however, believe that they are the children of those two gods. There is also a legend that the neckers are actually the incarnated souls of the drowned that Efferd brought into his gardens so that they could serve him.
The perfectly smooth, velvety soft skin of the neckers is pale white, often tinged with a greenish or bluish tinge. Their hair often falls to their hips. It shimmers in a wide variety of green and blue tones, and is more rarely interspersed with silvery or gold-colored strands. The rest of the body, however, has no hair. The merfolk have webs between their fingers and toes, which vary in strength from necker to necker. The face of a teaser is alien to the human eye and yet strangely attractive.
After death a necker leaves no mortal shell, but evaporates at the moment of his death. Nor do they need sleep. Apparently they are ageless like the elves, because one has never seen an old necker. Especially at nights with a full moon, Neckers come ashore and are not afraid of people. At this time (and also after drinking alcohol) they can fall into the 'necker frenzy', a state of frenzy in which the teasers develop unimagined strength. However, the merfolk must moisten their skin within 24 hours of leaving the water or they will die within minutes. An amulet made of lapis lazuli can apparently extend this period to 3 days.
Neckers master a form of magic that differs completely from the known spells of other peoples. They have telepathic talents and can not only read the minds of other living beings, but also gently manipulate them. The enchantment surrounding them may therefore actually be due to the practice of magic. While teasers themselves are not immune to spells, the astral patterns around them seem to be shifting, and it is not uncommon for spells to work on teasers in completely different ways than they are known to. Most of the time, a spell may simply be strengthened or weakened in this way, but sometimes the effect can be completely unexpected.
Most neckers are found in the delta of the Great River. In Havena it used to be considered fine to keep a necker as a house servant. However, since King Cuanu Ui Bcnnain explicitly opposed this form of slavery, few citizens dare to deprive a necker of his freedom.
Neckers should be a mystery to any Aventurian hero who encounters them. Try to make the appearance of teasers as mysterious as possible. A number of people have fallen for the fascinating beauty of the mermen and merwomen, and numerous legends and fairy tales tell of such romances. Rarely do they end happily, mostly they end tragically. So the saying goes that necker has no heart and no soul, is capable of no emotion but anger, and it is every mortal's doom should his heart ignite in love with a sea creature.

Location: Albernia, Cyclop Islands, Fairfield (coast, rivers and lake shores)
Height: 8-9 spans Weight: 50-65 stones
CR d3+6 WD d6+8 IN d6+9 CH d6+9 AG d6+8 DX d6+6 ST d6+4
AT 10 PA 10
LP 35 d20+25 AR 1 Damage d6 (unarmed)
MP GST1/6 END 40 MR 10 d6+6

On full moon nights or after drinking alcohol, teasers often fall into a tease frenzy (CR+15, ST+10, AT+5, PA-3), which causes them to go berserk at the slightest sign of threat.

Magic: primarily clairvoyance and domination spells of their own origin, which are not comparable to the known formulas of the codex.

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