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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2994832" data-attributes="member: 2012"><p><strong>Nymph, Coral</strong></p><p><strong>Medium Fey (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 6d6+6 (27 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 35 ft.</p><p><strong>AC:</strong> 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +3/+3</p><p><strong>Attack:</strong> Dagger +5 melee (1d4/19–20/x2)</p><p><strong>Full Attack:</strong> Dagger +5 melee (1d4/19–20/x2)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Blinding beauty, spells, spell-like abilities, stunning glance</p><p><strong>Special Qualities:</strong> Amphibious, DR 10/cold iron, low-light vision, unearthly grace, wild empathy</p><p><strong>Saves:</strong> Fort +7, Ref +11, Will +12</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 16 (+3), Wis 17 (+3), Cha 19 (+4)</p><p><strong>Skills:</strong> Concentration +10, Diplomacy +6, Escape Artist +11, Handle Animal +13, Heal +12, Hide +11, Listen +12, Move Silently +11, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +2 (+4 with bindings)</p><p><strong>Feats:</strong> Combat Casting, Rapid Swimming*, Weapon Finesse</p><p></p><p><strong>Environment:</strong> Warm aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic good</p><p><strong>Advancement:</strong> 7–12 HD (Medium)</p><p><strong>Level Adjustment:</strong> +7</p><p></p><p>Coral nymphs are an amphibious version of the standard nymph. Instead of being guardians of sacred places in the wild, like standard nymphs, coral nymphs consider it their duty to protect the fragile ecosystem of the coral reefs of the world. Thus, they are found mainly living in warm seas, but a few have been encountered farther north. Like nymphs, coral nymphs hate evil with a passion, as well as those careless and heartless enough to damage coral reefs.</p><p></p><p>Coral nymphs look like nymphs with blue-tinged or sea green skin, dark green hair, and haunting blue or green eyes. While a coral nymph’s appearance is more alien than a standard nymph’s, their beauty is no less captivating and dangerous, especially to the aquatic races who desire coral nymphs like the landbound races desire standard nymphs. Coral nymphs aren’t as dexterous as standard nymphs, but make up for this by better swimmers, as well as being able to breath both air and water.</p><p></p><p>A coral nymph is about the height and weight of a female aquatic elf.</p><p></p><p>Coral nymphs speak Sylvan and Aquan.</p><p></p><p><strong>Combat</strong></p><p>A coral nymph is more likely to have contact with nonfey, as the open seas have less fey creatures living in close proximity. She will often make alliances with friendly humanoid sea races such as aquatic elves, wavecrest gnomes, and shoal halflings. A coral nymph will often use her druidic powers to aid such aquatic humanoids in return for their assistance against those that would defile coral reefs.</p><p></p><p>A coral nymphs sacred place is always a coral reef and she will protect it with her life, if she must. She uses her aquatic animal allies and druid spells to drive intruders away. However, she is more likely to use lethal force, as coral reefs are fragile places that don’t rebound back as, say, a forest glade would for a standard nymph.</p><p></p><p><em>Blinding Beauty</em> (Su): This ability affects all humanoids within 30 feet of a coral nymph. Those who look directly at a coral nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A coral nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.</p><p></p><p><em>Spell-Like Abilities</em>: 1/day—<em>dimension door</em>. Caster level: 7th.</p><p></p><p><em>Spells</em>: A coral nymph casts divine spells as a 7th-level druid.</p><p></p><p><em>Typical Druid Spells Prepared</em> (6/5/4/3/1, save DC 13 + spell level): 0th—<em>cure minor wounds</em>, <em>detect magic</em>, <em>flare</em>, <em>guidance</em>, <em>light</em>, <em>resistance</em>; 1st—<em>calm animal</em>, <em>cure light wounds</em>, <em>entangle</em>, <em>quickswim</em>*, <em>speak with animals</em>; 2nd—<em>fins to feet</em>*, <em>lesser restoration</em>, <em>pressure sphere</em>*, <em>urchin’s spines</em>*; 3rd—<em>cure moderate wounds</em>, <em>protection from energy</em>, <em>scales of the sealord</em>*; 4th—<em>thalassemia</em>*.</p><p></p><p><em>Stunning Glance</em> (Su): As a standard action, a wrathful coral nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 17) or be stunned for 2d4 rounds. The save DC is Charisma-based.</p><p></p><p><em>Amphibious</em> (Ex): A coral nymph can breathe air and water equally well.</p><p></p><p><em>Unearthly Grace</em> (Su): A coral nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).</p><p></p><p><em>Wild Empathy</em> (Ex): This power works like the druid’s wild empathy class feature, except that a coral nymph has a +6 racial bonus on the check.</p><p></p><p><em>Skills</em>: A coral nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can move through water at her swim speed without making Swim checks. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.</p><p></p><p>*The Rapid Swimming feat, as well as the changed druid spells, which are noted with an asterisk, are from D&D Stormwrack: Mastering the Perils of Wind and Wave.</p><p></p><p><strong>Base Creature:</strong> Nymph</p><p><strong>Template(s):</strong> Amphibious Creature (D&D Stormwrack)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2994832, member: 2012"] [B]Nymph, Coral[/B] [B]Medium Fey (Aquatic)[/B] [B]Hit Dice:[/B] 6d6+6 (27 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] 30 ft. (6 squares), swim 35 ft. [B]AC:[/B] 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 [B]Base Attack/Grapple:[/B] +3/+3 [B]Attack:[/B] Dagger +5 melee (1d4/19–20/x2) [B]Full Attack:[/B] Dagger +5 melee (1d4/19–20/x2) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Blinding beauty, spells, spell-like abilities, stunning glance [B]Special Qualities:[/B] Amphibious, DR 10/cold iron, low-light vision, unearthly grace, wild empathy [B]Saves:[/B] Fort +7, Ref +11, Will +12 [B]Abilities:[/B] Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 16 (+3), Wis 17 (+3), Cha 19 (+4) [B]Skills:[/B] Concentration +10, Diplomacy +6, Escape Artist +11, Handle Animal +13, Heal +12, Hide +11, Listen +12, Move Silently +11, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +2 (+4 with bindings) [B]Feats:[/B] Combat Casting, Rapid Swimming*, Weapon Finesse [B]Environment:[/B] Warm aquatic [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 7 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic good [B]Advancement:[/B] 7–12 HD (Medium) [B]Level Adjustment:[/B] +7 Coral nymphs are an amphibious version of the standard nymph. Instead of being guardians of sacred places in the wild, like standard nymphs, coral nymphs consider it their duty to protect the fragile ecosystem of the coral reefs of the world. Thus, they are found mainly living in warm seas, but a few have been encountered farther north. Like nymphs, coral nymphs hate evil with a passion, as well as those careless and heartless enough to damage coral reefs. Coral nymphs look like nymphs with blue-tinged or sea green skin, dark green hair, and haunting blue or green eyes. While a coral nymph’s appearance is more alien than a standard nymph’s, their beauty is no less captivating and dangerous, especially to the aquatic races who desire coral nymphs like the landbound races desire standard nymphs. Coral nymphs aren’t as dexterous as standard nymphs, but make up for this by better swimmers, as well as being able to breath both air and water. A coral nymph is about the height and weight of a female aquatic elf. Coral nymphs speak Sylvan and Aquan. [B]Combat[/B] A coral nymph is more likely to have contact with nonfey, as the open seas have less fey creatures living in close proximity. She will often make alliances with friendly humanoid sea races such as aquatic elves, wavecrest gnomes, and shoal halflings. A coral nymph will often use her druidic powers to aid such aquatic humanoids in return for their assistance against those that would defile coral reefs. A coral nymphs sacred place is always a coral reef and she will protect it with her life, if she must. She uses her aquatic animal allies and druid spells to drive intruders away. However, she is more likely to use lethal force, as coral reefs are fragile places that don’t rebound back as, say, a forest glade would for a standard nymph. [I]Blinding Beauty[/I] (Su): This ability affects all humanoids within 30 feet of a coral nymph. Those who look directly at a coral nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A coral nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. [I]Spell-Like Abilities[/I]: 1/day—[I]dimension door[/I]. Caster level: 7th. [I]Spells[/I]: A coral nymph casts divine spells as a 7th-level druid. [I]Typical Druid Spells Prepared[/I] (6/5/4/3/1, save DC 13 + spell level): 0th—[I]cure minor wounds[/I], [I]detect magic[/I], [I]flare[/I], [I]guidance[/I], [I]light[/I], [I]resistance[/I]; 1st—[I]calm animal[/I], [I]cure light wounds[/I], [I]entangle[/I], [I]quickswim[/I]*, [I]speak with animals[/I]; 2nd—[I]fins to feet[/I]*, [I]lesser restoration[/I], [I]pressure sphere[/I]*, [I]urchin’s spines[/I]*; 3rd—[I]cure moderate wounds[/I], [I]protection from energy[/I], [I]scales of the sealord[/I]*; 4th—[I]thalassemia[/I]*. [I]Stunning Glance[/I] (Su): As a standard action, a wrathful coral nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 17) or be stunned for 2d4 rounds. The save DC is Charisma-based. [I]Amphibious[/I] (Ex): A coral nymph can breathe air and water equally well. [I]Unearthly Grace[/I] (Su): A coral nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). [I]Wild Empathy[/I] (Ex): This power works like the druid’s wild empathy class feature, except that a coral nymph has a +6 racial bonus on the check. [I]Skills[/I]: A coral nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can move through water at her swim speed without making Swim checks. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. *The Rapid Swimming feat, as well as the changed druid spells, which are noted with an asterisk, are from D&D Stormwrack: Mastering the Perils of Wind and Wave. [B]Base Creature:[/B] Nymph [B]Template(s):[/B] Amphibious Creature (D&D Stormwrack) [/QUOTE]
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