Eleionomae, “The Enchantresses of the Verdant Abyss”
“Beware the Eleionomae, Enchanting Marsh Maidens Who Lure Travelers to Their Watery Doom!”

The Eleionomae are ethereal nymphs of Greek mythology, intimately connected to marshes, wetlands, and meadows. These mysterious beings are both enchanting and perilous, embodying the delicate balance of nature’s beauty and danger.
Appearance
The Eleionomae are often depicted as otherworldly maidens of striking beauty, their forms seemingly woven from the mist and reeds of their marshy domains. They possess pale, almost translucent skin that shimmers like water in moonlight, and their hair flows like streams, adorned with blossoms, moss, and cattails. Their eyes are luminous, reflecting the still, mysterious depths of the wetlands they call home. They often wear diaphanous gowns made of woven reeds or shimmering water-like material, blending seamlessly into their surroundings.
Behavior
While mesmerizing, the Eleionomae are deeply ambivalent in nature. They may protect and nurture those who respect their wetlands, yet they can also be vengeful to intruders or those who harm their environment. They are known to use their enchanting appearance and haunting, melodic voices to captivate unsuspecting travelers. Once under their spell, victims may wander aimlessly, becoming lost in the treacherous terrain, often meeting their demise by drowning or starvation.
Habitat
Eleionomae reside exclusively in marshes, bogs, and wetlands—liminal spaces where water and earth intertwine. These regions are often misty and filled with dense vegetation, creating an almost otherworldly atmosphere. The nymphs are thought to be guardians of these fragile ecosystems, embodying their lush, untamed vitality.
Modus Operandi
The Eleionomae typically lure mortals with their haunting beauty and siren-like songs, drawing them deeper into the marshes. Their victims, entranced by the nymphs’ voices or their radiant forms glimpsed through the mist, often lose their way and succumb to the dangers of the wetlands. In some myths, Eleionomae lead travelers astray not for malice but to protect their sacred habitat from human interference. In other accounts, their actions are more sinister, driven by a need for retribution or a hunger for mortal souls.
Motivation
The Eleionomae are intrinsically tied to the survival and sanctity of their marshlands. Their motivations range from protecting their homes to exacting revenge on those who desecrate their sacred waters or disturb their solitude. At times, they are said to act out of loneliness, seeking companionship among mortals, though their inhuman nature often leads to tragic outcomes. Ultimately, the Eleionomae symbolize the capricious power of nature, at once alluring and deadly, offering beauty to those who respect it and ruin to those who do not.
Eleionomae 5e
Eleionomae 3.5 (Homebrew)
Eleionomae

Medium Fey, Chaotic Neutral
Armor Class: 15 (Natural Armor)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 14 (+2) | 17 (+3) | 20 (+5) |
Saving Throws: Dex +7, Wis +6, Cha +8
Skills: Deception +8, Perception +6, Stealth +7, Persuasion +8
Damage Resistances: Cold, Psychic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Sylvan, Common, Aquan
Challenge: 6 (2,300 XP)
Traits
Amphibious.
The Eleionomae can breathe air and water.
Luring Presence.
At the start of its turn, any creature within 60 feet of the Eleionomae that can see or hear her must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0, as it becomes entranced by the Eleionomae’s beauty. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds is immune to this effect for 24 hours.
Mistwalker.
The Eleionomae can move through areas heavily obscured by fog, mist, or marsh plants without impediment or penalty. Additionally, she can use her action to cast fog cloud (3rd-level) centered on herself without requiring concentration.
Wisps.
Tiny motes of light hover around the Eleionomae, casting dim light in a 10-foot radius. She can command these motes to either distract or guide, imposing disadvantage on enemy Wisdom (Perception) checks or granting advantage on ally ability checks related to navigation.
Actions
Multiattack.
The Eleionomae makes two attacks with her ensnaring vines or uses her Entrancing Glance and casts a spell.
Ensnaring Vines (Recharge 5-6).
Ranged Weapon Attack: +7 to hit, range 30 ft., one target.
Hit: 21 (4d8 + 3) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or become restrained. While restrained in the vines, the target takes 10 (3d6) poison damage at the start of each of its turns. The target can use its action to make a DC 16 Strength check, freeing itself on a success.
Entrancing Glance.
The Eleionomae targets one creature she can see within 30 feet. The creature must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed, the creature is under the effects of the suggestion spell.
Spellcasting.
The Eleionomae is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): druidcraft, minor illusion, thorn whip
- 1st level (4 slots): charm person, faerie fire
- 2nd level (3 slots): hold person, misty step
- 3rd level (3 slots): hypnotic pattern, water walk
- 4th level (1 slot): dominate beast
Reactions
Reflexive Mist.
When the Eleionomae is hit by an attack, she can use her reaction to release a burst of mist. All creatures within 10 feet must succeed on a DC 16 Constitution saving throw or be blinded until the end of their next turn.
Tactics
The Eleionomae uses her environment to her advantage, drawing enemies into marshy terrain where their movement is hindered. She begins combat by activating her fog cloud, making ranged attacks with ensnaring vines while staying at range. If surrounded, she uses misty step to reposition and control enemies with hypnotic pattern.
Her goal is to charm and incapacitate rather than kill, drawing victims deeper into the swamp where they are rendered helpless. If threatened, she will prioritize escape using her mobility and fog to confound pursuers.
Lair Actions (Optional)
When in her marsh, the Eleionomae can invoke the power of the swamp to create the following effects on initiative count 20 (losing ties):
- Swampy water within 60 feet becomes difficult terrain for creatures other than the Eleionomae.
- A 10-foot radius of spectral will-o’-the-wisps appears, shedding dim light and forcing creatures that start their turn within the area to make a DC 16 Wisdom saving throw or be frightened until the start of their next turn.
- The Eleionomae summons dense roots and vines in a 20-foot radius. Creatures in the area must succeed on a DC 16 Dexterity saving throw or be restrained for 1 minute.

Eleionomae are nymphs of the marsh. They share many qualities in common with common nymphs, but also have some differences. Being spirits of nature, they manifest in an appearance that is appropriate for their environment; In this case, they appear as female common lizardfolk. The difference between an Eleionomae and an actual female lizardfolk are evident when one examines them. Eleionomae have an almost unnatural aura of beauty, as well as an unquantifiable air of mystery and grace to their every move. Eleionomae speak Sylvan and Draconic.
The Eleionomae were Naiads; they live in the marsh waters and often mislead travelers with illusions they create. These illusions are usually images of the victims’ loved ones.
Eleionomaeses also lure young men and seduce them with their wild beauty.
Eleionomae | |
Size/Type Medium fey | |
Hit Dice | 6d6+9 (30 hp) |
Initiative | +1 |
Speed | 20 ft. (4 squares), Swim 30 ft. |
Armor Class | 19 (+3 Dexterity, +4 deflection, +2 natural), touch 19, flat-footed 16 |
Base Attack/Grapple | +2/+6 |
Attack | Claw +2 melee (1d4+1) |
Full Attack | 2 claws +2 melee (1d4+1) and bite +0 melee (1d4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Blinding beauty, spells, spell-like abilities, stunning glance |
Special Qualities | Damage reduction 10/cold iron, Low-Light Vision, unearthly grace, wild empathy, hold breath |
Saves | Fort +7, Ref +12, Will +12 |
Abilities | Strength 10, Dexterity 12, Constitution 10, Intelligence 15, Wisdom 10, Charisma 19 |
Skills | Hide +7*, Listen +4, Spot +4, Swim +12 |
Feats | Alertness, Skill Focus (Hide) |
Environment | Warm marshes |
Organization | Solitary |
Challenge Rating | 7 |
Treasure | None |
Alignment | neutral |
Advancement | 7-12 HD (Medium) |
Level Adjustment | – |
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
Spells: A nymph casts divine spells as a 7th-level druid. They also have the ability to cast Illusions, usually with the intent to lure travelers to them by casting images of their victim’s loved ones.
Typical druid Spells Prepared: (6/5/4/3/1, save DC 13 + spell level):
- 0—cure minor wounds, detect magic, flare, guidance, light, resistance;
- 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals;
- 2nd—barkskin, heat metal, lesser restoration, tree shape;
- 3rd— call lightning, cure moderate wounds, protection from energy;
- 4th—rusting grasp.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A 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).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Hold Breath: An Eleionomae can hold her breath for number of rounds equal to three times her Constitution score before she risks drowning.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. 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.