Nymph
Medium Fey, NeutralArmor Class 14
Hit Points 60 (8d8 + 24)
Speed 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 17 (+3) | 12 (+1) | 15 (+2) | 20 (+5) |
Saving Throws Dex +6, Cha +7
Skills Perception +4, Stealth +6
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 4 (1,100 XP)
Amphibious. The nymph can breathe air and water.
Blinding Beauty. When a creature that can see the nymph starts its turn within 30 feet of the nymph, the nymph can force it to make a DC 15 Constitution saving throw if the nymph isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is permanently blinded. Otherwise, a creature that fails its save is blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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.
Water Spirit. While the nymph is in contact with or submerged in a body of water, she ignores difficult terrain, and magical effects can’t reduce her speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The nymph uses Nymph’s Gaze. She then makes two Dagger attacks.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Nymph’s Gaze. The nymph directs her gaze at one creature she can see within 30 feet of her, targeting the creature with one of the following effects:
Concerned Look. The target regains 10 (3d6) hit points. Once a creature has regained 20 hit points from this stare, it can’t regain more hit points from this nymph’s Concerned Gaze until it finishes a long rest.
Glare of Nature’s Fury. The target must make a DC 15 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.





