Forest Nymph by SGTROCK117
Nymph
Source: 1e Monster Manual (conversion by @the Jester)
A nymph is a fey incarnation of beauty. Reclusive and vain, a nymph is so gorgeous that merely seeing one can blind or kill a creature. A nymph sometimes guards hidden areas of great natural beauty, preventing other creatures from despoiling it through persuasion, magic and the power of the nymph's allies.
Unearthly Beauty. As an embodiment of beauty, a nymph is a dazzling vision, often draped in diaphanous clothing that is easily removed. It is so beautiful that other creatures can sometimes acquire a small piece of its glamor; for example, a female humanoid that bathes in the same water as a nymph within 1 hour of the nymph's having done so increases its Charisma score and maximum by 2 for 24 hours. Sometimes nymph hair or blood is required by the recipes for certain magic items involving beauty or vanity.
Dalliances with Mortal Creatures. A nymph tends to enjoy romance with humans, elves, and other beautiful mortal creatures. While its flighty nature means that such relationships are usually fleeting, sometimes they result in half-nymph offspring that share a small portion of the nymph's beauty. Nymphs aren't very good parents, being too self-involved and narcissistic to pay much attention to something as needy as a child.
When a nymph is either tricked into dallying with a fiend or somehow finds itself sufficiently interested in one, such offspring show both sides of their nature as a forlarren. The nymph inevitably casts such a child out, showing no maternal instincts toward it whatsoever.
Nymph Treasure. Nymphs love beautiful things and are often showered with gifts by would-be suitors and other visitors. A nymph has a 25% chance each of having 2d6 gems and 1d4 art objects and a 20% chance each of having 1d4 potions and 1 random magic item. A group of two to six nymphs instead has a 60% chance each of having 3d8 gems and 2d6 art objects, as well as a 35% chance each of having 1d6+1 potions and 1d2 random magic items. A group of seven or more nymphs instead has a 60% chance each of having 5d10 gems and 3d6 art objects, as well as a 50% chance each to having 2d6 potions and 1d4 random magic items.
Nymph | Challenge 4 |
Medium fey, chaotic good | 1,100 XP |
Armor Class 13
Hit Points 36 (8d8; bloodied 18)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 17 (+3) | 10 (+0) | 16 (+3) | 17 (+3) | 28 (+9) |
Saving Throws Dex +5, Int +5, Wis +5
Skills Acrobatics +5, Deception +12, Persuasion +12
Senses passive Perception 13
Languages Sylvan
Proficiency Bonus +2;
Maneuver DC 13
Unearthly Beauty. A humanoid that starts its turn within 30 feet of the nymph and doesn't avert its eyes must make a DC 19 Constitution save or be blinded. The creature can make another saving throw, with disadvantage, every 24 hours after it was initially blinded, ending the condition on itself on a success. If the nymph is nude, a creature that fails its save by 5 or more is also knocked unconscious for 1 hour. A creature that is immune to the charmed condition is immune to this effect.
A creature that averts its eyes can't see the nymph until the start of the creature's next turn.
Unnerving Beauty. A creature that targets the nymph has disadvantage on the attack roll.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4+3) piercing damage.
Poison Spray. The nymph conjures poisonous gas that engulfs one creature of its choice within 10 feet of it. The Creature must make a DC 19 Constitution saving throw or take 13 (2d12) poison damage.
Stunning Glance. The nymph glances at one creature within 60 feet of it. The target must make a DC 19 Wisdom save or be stunned until the end of the nymphs next turn. If a creature fails their saving throw by 5 or more, they are stunned for 1 minute instead. A creature that is immune to the charmed condition is immune to this effect.
Luring Song (1/Rest). The nymph sings an enchanting tune. All creatures of the nymph's choice that are within 30 feet of it, and that can hear it, must make a DC 19 Wisdom saving throw or be Charmed by the nymph. If a creature that fails its save by 5 or more it is forced to look at the nymph until the end of its next turn.
Innate Spellcasting. The nymph's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will.
druidcraft, guidance, poison spray, shillelagh.
3/day each.
animal messenger, cure wounds, entangle, faerie fire
1/day each.
call lightning, dispel magic, freedom of movement, ice storm
Ice Storm (1/Day). The nymph uses its innate casting ability to magically conjure hail that pummels a 20-foot radius by 40-foot high cylinder that the nymph can see within 300 feet of it. Each creature in the cylinder must make a DC 20 Dexterity saving throw, taking 9 (2d8) bludgeoning and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
Call Lightning (1/Day). The nymph uses its innate casting ability to magically conjure a storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point 100 feet directly above the nymph.
The nymph chooses a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. On each of its turns until the spell ends, the nymph can use an action to call down lightning in this way again, targeting the same point or a different one.
BONUS ACTIONS
Disrobe. The nymph removes its clothes.
REACTIONS
Wounded Glance (only when Bloodied). If a ranged attack would hit the nymph, the nymph can glance at its attacker and the hit becomes a miss. To do so, the nymph must be able to see its attacker.