Nymph
A nymph settles on a spring or the plumbing that replaced it and objects to any change in that place, first loudly and then physically.
- Physiology
- Fae
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15
- Hit points
- 49 (9d8 + 9)
- Proficiency
- +2
- STR 10 +0 save +0
- DEX 18 +4 save +6
- CON 13 +1 save +1
- INT 13 +1 save +1
- WIS 15 +2 save +2
- CHA 18 +4 save +4
- Skills
- Performance +6 , Stealth +6 , Persuasion +6
- Passive Perception
- 12
- Languages
- Sylvan, Common
Spells
Channels with CHA. Save DC 14, spell attack +6 .
A nymph casts through the water it is attached to, whether a spring or the plumbing that replaced it.
- At will Dancing Lights , Druidcraft , Mist
- 3/day each Charm Person , Fog Cloud
- 1/day each Hideous Laughter , Invisibility
Traits
-
Fade
In dim light or heavier cover, the nymph is effectively Invisible while it stays still.
Actions
-
Sting
+6 to hit · reach 5 ft.
1d6 + 4 piercing damage
The nymph makes two Sting attacks.
-
Beguiling Song
DC 14 Wisdom save
Each creature within 30 feet that can hear the nymph is Charmed until the end of its next turn on a failed save, and will not attack the nymph while Charmed.
-
Hold Still Reaction
When a creature the nymph can see moves to attack it while the nymph is in dim light or heavier cover, the nymph stops moving, becomes effectively Invisible, and the attack has disadvantage.