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<blockquote data-quote="BOZ" data-source="post: 139755" data-attributes="member: 1241"><p>GRAIN NYMPH</p><p>Medium-Size Fey</p><p>Hit Dice: 3d6+3 (16 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 40 ft</p><p>AC: 15 (+2 Dex, +3 natural)</p><p>Attacks: None</p><p>Damage: None</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Spell-like abilities, intoxication, marking</p><p>Special Qualities: Animal friendship, SR 21</p><p>Saves: Fort +1, Ref +5, Will +8</p><p>Abilities: Str 10, Dex 14, Con 13, Int 16, Wis 16, Cha 20</p><p>Skills: 48 Animal Empathy +10, Escape Artist +6, Heal +8, Hide +15, Knowledge (nature) +7, Listen +9, Move Silently +8, Profession (farmer) +7, Sense Motive +8, Spot +9</p><p>Feats: Alertness, Dodge, Iron Will, Toughness</p><p></p><p>Climate/Terrain: Temperate and warm plains</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 4-6 HD (Medium-Size)</p><p></p><p>Grain nymphs make their homes among the cultivated fields of farmers. They appear similarly to their woodland sisters, females possessing extraordinarily intoxicating beauty. These nymphs all have blond, literally cornsilk hair that resembles the grains of their field.</p><p> Grain nymphs are a rare type of fey, in that they have adapted to humankind, and have formed a symbolic relationship with them. These nymphs only live in fields of farmers who treats their crops with the utmost love and care. In return, the nymph causes the grain to spring full and strong, and at double the usual harvest. Protected fields do not suffer from droughts or flooding. Grain nymphs speak Sylvan, Common, and Elf.</p><p></p><p>COMBAT</p><p>Grain nymphs do not fight for themselves, but try to draw attackers into her field to use her powers against them. Grain nymphs can be killed by burning or razing their field and then making it unfit for cultivation.</p><p> Spell-Like Abilities: At will - insect plague, repel vermin, speak with animals.</p><p> Intoxication (Su): When an opponent enters the grain nymph's field, this pursuer must make a Will save (DC 16) or fall under the nymph's influence. When under her influence, the creature weaves around and speaks incoherently as if intoxicated. For the next 2d8 rounds, the creature suffers a -4 penalty to initiative, AC, to hit rolls, and Reflex checks. When this time expires, the creature must make a Constitution check or fall unconscious in a drunken stupor for 1d6 hours. Upon awakening, he will have a hangover, and the above penalties will still be in effect at -2 for another 1d6 hours.</p><p> Marking (Su): The grain nymph can summon any large farm beasts within a 1-mile radius to attack a single target within her field. They arrive within 10 minutes, and begin to bite, kick, and trample the opponent. If the target is sleeping or intoxicated, he will wake after sustaining 8 hit points of damage, or half of his current total, whichever is smaller. The animals will chase the target until he leaves the field, and no farm animal (except horses) will ever be friendly to that target again. No magic short of a full wish can remove the grain nymph's marking.</p><p> Animal Friendship (Ex): All herd and farm animals are friendly to grain nymphs, and will even sacrifice their lives for her. If the nymph is threatened, they will rush to defend her.</p><p> Skills: When in a field of grain, a grain nymph recieves a +6 racial bonus to Hide and Move Silently checks.</p><p></p><p>The grain nymph first appeared in Taladas: The Minotaurs, and later in Monstrous Compendium Annual Four.</p></blockquote><p></p>
[QUOTE="BOZ, post: 139755, member: 1241"] GRAIN NYMPH Medium-Size Fey Hit Dice: 3d6+3 (16 hp) Initiative: +2 (Dex) Speed: 40 ft AC: 15 (+2 Dex, +3 natural) Attacks: None Damage: None Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities, intoxication, marking Special Qualities: Animal friendship, SR 21 Saves: Fort +1, Ref +5, Will +8 Abilities: Str 10, Dex 14, Con 13, Int 16, Wis 16, Cha 20 Skills: 48 Animal Empathy +10, Escape Artist +6, Heal +8, Hide +15, Knowledge (nature) +7, Listen +9, Move Silently +8, Profession (farmer) +7, Sense Motive +8, Spot +9 Feats: Alertness, Dodge, Iron Will, Toughness Climate/Terrain: Temperate and warm plains Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Medium-Size) Grain nymphs make their homes among the cultivated fields of farmers. They appear similarly to their woodland sisters, females possessing extraordinarily intoxicating beauty. These nymphs all have blond, literally cornsilk hair that resembles the grains of their field. Grain nymphs are a rare type of fey, in that they have adapted to humankind, and have formed a symbolic relationship with them. These nymphs only live in fields of farmers who treats their crops with the utmost love and care. In return, the nymph causes the grain to spring full and strong, and at double the usual harvest. Protected fields do not suffer from droughts or flooding. Grain nymphs speak Sylvan, Common, and Elf. COMBAT Grain nymphs do not fight for themselves, but try to draw attackers into her field to use her powers against them. Grain nymphs can be killed by burning or razing their field and then making it unfit for cultivation. Spell-Like Abilities: At will - insect plague, repel vermin, speak with animals. Intoxication (Su): When an opponent enters the grain nymph's field, this pursuer must make a Will save (DC 16) or fall under the nymph's influence. When under her influence, the creature weaves around and speaks incoherently as if intoxicated. For the next 2d8 rounds, the creature suffers a -4 penalty to initiative, AC, to hit rolls, and Reflex checks. When this time expires, the creature must make a Constitution check or fall unconscious in a drunken stupor for 1d6 hours. Upon awakening, he will have a hangover, and the above penalties will still be in effect at -2 for another 1d6 hours. Marking (Su): The grain nymph can summon any large farm beasts within a 1-mile radius to attack a single target within her field. They arrive within 10 minutes, and begin to bite, kick, and trample the opponent. If the target is sleeping or intoxicated, he will wake after sustaining 8 hit points of damage, or half of his current total, whichever is smaller. The animals will chase the target until he leaves the field, and no farm animal (except horses) will ever be friendly to that target again. No magic short of a full wish can remove the grain nymph's marking. Animal Friendship (Ex): All herd and farm animals are friendly to grain nymphs, and will even sacrifice their lives for her. If the nymph is threatened, they will rush to defend her. Skills: When in a field of grain, a grain nymph recieves a +6 racial bonus to Hide and Move Silently checks. The grain nymph first appeared in Taladas: The Minotaurs, and later in Monstrous Compendium Annual Four. [/QUOTE]
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