Nymph
Contents
Nymph
Medium fey, chaotic good D&D-Wiki
- Armor Class
- 17
- Hit Points
- 71 (13d8 + 13)
- Speed
- 30 ft., swim 20 ft.
- STR
- 10 (+0)
- DEX
- 17 (+3)
- CON
- 12 (+1)
- INT
- 16 (+3)
- WIS
- 17 (+3)
- CHA
- 19 (+4)
- Savings Throws
- Cha +6
- Skills
- Acrobatics +5, Animal Handling +5, Insight +5, Nature +5, Perception +5, Persuasion +6, Survival +5.
- Condition Immunities
- charmed.
- Senses
- passive Perception 15.
- Languages
- Common, Sylvan.
- Challenge
- 3 (700 XP).
Blinding Beauty
When a humanoid that can see the nymph starts its turn within 30 feet of the nymph, it must succeed on a DC 14 Constitution saving throw or be blinded. This blindness lasts until dispelled by a spell such as lesser restoration.
Unless surprised, a humanoid can avert its eyes at the start of its turn to avoid the saving throw. If the humanoid does so, it can't see the nymph until the start of its next turn, when it can avert its eyes again. If the humanoid looks at the nymph in the meantime, it must immediately make the save.
The nymph can turn this ability on or off on her turn, requiring no action.
Innate Spellcasting
The nymph's spellcasting ability is Template:5a (spell save DC 14, +6 to hit with spell attacks). The nymph can innately cast the following spells, requiring no material components:
At will: detect magic, druidcraft, shillelagh
1/day: dimension door
Spellcasting
The nymph is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The nymph has the following Druid spells prepared:
Cantrips (at will): guidance, produce flame, resistance.
1st level (4 slots): cure wounds, entangle, longstrider, speak with animals.
2nd level (3 slots): heat metal, lesser restoration.
3rd level (3 slots): call lightning, protection from energy, speak with plants.
4th level (1 slot): grasping vine.
Unearthly Grace
While the nymph is wearing no armor and not wielding a shield, her AC includes her Charisma modifier. Additionally, when the nymph makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, she can make a Charisma saving throw instead.
Actions
Multiattack: The nymph makes two attacks with her club.
Club: Melee Weapon Attack: +2 to hit (+6 with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Stunning Glance (Recharge 5–6): The nymph attempts to stun a creature within 30 feet of her with a look. If that creature and the nymph can see each other, the creature must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Nymph
Medium fey, chaotic good HomeBrewery
- Armor Class
- 17 (Unearthly Grace)
- Hit Points
- 66 (12d8 + 12)
- Speed
- 30 ft., swim 20 ft.
- STR
- 10 (+0)
- DEX
- 17 (+3)
- CON
- 12 (+1)
- INT
- 16 (+3)
- WIS
- 17 (+3)
- CHA
- 19 (+4)
- Savings Throws
- Dex +10, Con +8, Wis +10
- Skills
- Animal Handling +6, Athletics +3, Insight +6, Perception +6, Stealth +6
- Damage Resistances
- bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- darkvision 60 ft., passive Perception 16
- Languages
- Common, Elvish, Sylvan
- Challenge
- 6 (2,300 XP)
Blinding Beauty
If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A nymph can suppress this ability at will.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the nymph until the start of its next turn, when it can avert its eyes again. If the creature looks at the nymph in the meantime, it must immediately make the save.
Innate Spellcasting
The nymph's innate spellcasting ability is Charisma (spell save DC 15). The nymph can innately cast the following spells, requiring no material components:
At will: detect magic, druidcraft, guidance, light, shillelagh.
4/day each: cure wounds, entangle, goodberry, longstrider.
3/day each: call lightning, heat metal, lesser restoration, protection from energy.
1/day each: dimension door.
Magic Resistance
The nymph has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants
The nymph can communicate with beasts and plants as if they shared a language.
Tree Stride
Once on her turn, the nymph can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 120 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Unearthly Grace
The nymphs AC and saving throw bonuses include her Charisma modifier.
Actions
Multiattack: The nymph makes two club attacks.
Club: Melee Weapon Attack: +3 to hit (+7 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Stunning Glance (Recharge 5–6): The nymph stares deeply at a creature she can see within 30 feet of her. If the target can see her, it must succeed on a DC 15 Constitution saving throw or be stunned for 2d4 rounds.
Description
Nymphs are nature's embodiment of physical beauty, and the guardians of the sacred places of the wild. They are so unbearably lovely that even a glimpse of one can blind an onlooker. Nymphs hate evil and any who would despoil the wilds for any reason. A nymph's demeanor is wild and mercurial.
Like nature itself, she embodies both great beauty and fearsome danger. She can be kind and graceful to mortals who revere the wild places of the world, but is also quick to strike against mortals who take more than they need or who treat nature thoughtlessly. Animals of all types flock to a nymph, ignoring the presence of natural enemies; injured beasts know that the nymph will tend their wounds.
Heart of the Nymph
A crystalline item roughly shaped and sized like a heart, some say this item is stolen or cut out of a nymphs chest. Others say it is freely given when a nymph falls in love.
When held aloft, the heart shines a deep red, dazzling those around it. As an action, you can hold the Heart above your head and unleash the deep red light. Those within 60 feet of the heart, that can see it, must succeed a DC 15 Constitution saving throw or be blinded for 1 minute.
Additionally, the heart can be broken into two pieces, each piece acts as a sending stone and can bring the holder of one half to the other through their longing to be together. When broken this way, the light of the heart is dimmer in each piece, the range of the effect is reduced to 30 feet and the DC is reduced to 12. You can combine the two pieces again as an action.