Shadow Nymph
Medium fey, neutralArmor Class 15
Hit Points 76 (9d8 + 36)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 21 (+5) | 18 (+4) | 16 (+3) | 17 (+3) | 25 (+7) |
Saving Throws Dex +10, Cha +10
Skills Deception +10, Persuasion +10, Stealth +8
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Challenge 5 (1,100 XP)
Blinding Beauty. All creatures within 30 feet of a shadow nymph who look directly at her must succeed on a DC 18 Charisma saving throw or be blinded permanently. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the shadow nymph until the start of its next turn. A shadow nymph can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same shadow nymph for 24 hours.
Unearthly Grace. A shadow nymph applies her Charisma modifier to all of her saving throws in place of the normal ability modifier.
Water Spirit. The shadow nymph is under the effect of freedom of movement whenever she is in contact with a body of water.
Shadow Blend. In conditions of illumination other than full daylight, a shadow nymph disappears into the shadows, gaining the equivalent of heavy obscurement. Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow nymph can suspend or resume this ability as a bonus action.
Spellcasting. The shadow nymph is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She requires no material components to cast her spells. The shadow nymph has the following druid spells prepared:
Cantrips (at will): guidance, mending, produce flame, resistance
1st level (4 slots): animal friendship, cure wounds, detect magic, entangle, faerie fire, fog cloud
2nd level (3 slots): barkskin, flame blade, moonbeam
3rd level (3 slots): call lightning, water breathing, water walk
4th level (2 slots): conjure woodland beings, control water
Actions
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Stunning Glance. The shadow nymph mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 18 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same shadow nymph for 24 hours.