Naiad, Enchantress of the Hidden Waters
“The Naiad: a beautiful freshwater temptress who lures adventurers to a watery grave with a smile as deadly as the deep.”

Naiads appear as hauntingly beautiful humanoid women with luminous, watery eyes and hair that flows like a living stream. Their skin shimmers in hues of blue and green, often seeming semi-translucent, revealing faint patterns like ripples or the veins of leaves. Their fingers are long and delicate, ending in claws resembling wet reeds or sharpened shells. When submerged, they meld seamlessly into their aquatic surroundings, becoming nearly invisible save for the glint of their gaze.
Behaviour
Naiads are mercurial and deeply emotional fey, their moods shifting as quickly as a stream’s current. While often playful or seductive, they can turn wrathful without warning if their domain is threatened or disrespected. They are fiercely territorial, especially toward those who attempt to drain, poison, or claim control over their waters. Despite their chaotic nature, Naiads are not inherently malevolent; some form symbiotic relationships with locals, offering healing or guidance in exchange for offerings or flattery.
Habitat
Naiads dwell in freshwater ecosystems: tranquil springs, crystalline lakes, babbling brooks, and secret forest pools. Their life force is tied directly to the health of their water source—should it be tainted or dry up, the Naiad weakens or fades entirely. They often construct lairs of submerged grottos filled with bioluminescent plants, fishbone ornaments, and treasures claimed from drowned victims.
Modus Operandi
Naiads lure intruders through song, illusion, or sheer beauty, coaxing them closer to the water’s edge. They may offer riddles, feigned affection, or healing waters to lower their prey’s guard. When provoked or deceived, a Naiad strikes with water-based magic, attempting to drown or ensnare enemies using spells like Entangle, Hold Person, or Control Water. In combat, they prefer ambushes, attacking from beneath the surface before vanishing into the depths.
Motivation
A Naiad’s primary motivation is the protection of her water source, which she views as an extension of her body and soul. She may form emotional bonds with particularly respectful mortals, even offering boons or secrets of the forest. However, those who pollute or exploit her waters earn her eternal enmity. Some Naiads are ancient and remember every trespass against their stream over centuries, waiting patiently for vengeance.
Naiad 5e
Naiad, Pathfinder
Naiad, Pathfinder
Naiad

This lovely woman’s skin appears to be made of water. She has a fluid grace and wears clothing of woven reeds and leaves.
Naiad CR 1/2
XP 200
Naiad bard 1
NG Medium fey (water)
Init +3; Senses low-light vision; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
Defensive Abilities water bond
OFFENSE
Speed 30 ft., swim 30 ft.
Melee dagger –2 (1d4–2/19–20)
Ranged dagger +3 (1d4–2/19–20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), cure light wounds
0 (at will)—detect magic, light, message, prestidigitation (DC 13)
STATISTICS
Str 6, Dex 16, Con 13, Int 12, Wis 10, Cha 17
Base Atk +0; CMB –2; CMD 11
Feats Combat Casting
Skills Diplomacy +7, Handle Animal +6, Knowledge (nature) +8, Perception +4, Perform (wind instruments) +9, Sense Motive +4, Stealth +7, Swim +7; Racial Modifiers +2 Handle Animal, +2 Knowledge (nature)
Languages Aquan, Common, Sylvan
SQ inspiration, bardic knowledge +1
SPECIAL ABILITIES
Inspiration (Su)
A naiad can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the naiad’s token and retains her favor, that creature gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The naiad retains a link to her token and its carrier as if she had cast a status spell on the carrier. The naiad can end this effect at any time as a free action. A single naiad can only inspire one other creature at a time in this manner.
Water Bond (Su)
A naiad gains strength from a pond, lake, river, or other body of fresh water by bonding with it. While within 300 yards of her bonded body of water, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a naiad can forge a bond with a body of fresh water.
ECOLOGY
Environment any freshwater
Organization solitary, pair, or current (3–10)
Treasure standard (dagger, mwk flute, other treasure)
Naiads are protectors of freshwater areas such as lakes, ponds, and particularly rivers. While many naiads are reclusive, some choose to regularly visit settlements built near their bodies of water as long as those settlements are respectful to nature and the fey. Others explore the vast world, bonding to bodies of water as they travel. These naiads are the most likely to come in contact with other societies or visit other nations, but regardless, these fey enjoy inspiring others to artistic greatness. Some take this as proof that naiads originated long ago from the intermingling of nymph and mortal bloodlines.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
Naiad

Medium Fey, Chaotic Neutral
Armor Class 15 (Natural Armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 14 (+2) | 12 (+1) | 16 (+3) | 19 (+4) |
Saving Throws Dex +6, Wis +6, Cha +7
Skills Deception +7, Insight +6, Nature +4, Persuasion +7, Stealth +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Vulnerabilities Fire
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 13
Languages Sylvan, Common, Aquan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Amphibious.
The Naiad can breathe air and water.
Waterbound.
The Naiad is mystically bound to a natural freshwater source. If it is more than 1 mile away from this source for 24 hours, it begins to wither, taking 10 (3d6) necrotic damage every hour until it returns.
Innate Spellcasting.
The Naiad’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no components:
- At will: Minor Illusion, Prestidigitation, Shape Water
- 3/day each: Charm Person, Entangle, Hold Person, Misty Step
- 1/day each: Control Water, Suggestion, Water Breathing (as a 30-foot aura)
Luring Beauty (Recharge 5–6).
As an action, the Naiad sings a haunting melody or emerges in radiant beauty. All creatures of her choice within 60 feet who can see or hear her must make a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature is compelled to use its movement on each of its turns to move toward the Naiad by the most direct route. If it reaches the water’s edge or the Naiad herself, it must use its action to become prone in worship or kneel.
A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the Naiad or her allies attack the creature.
Aquatic Ambush.
If the Naiad is fully submerged in water and unseen, she has advantage on attack rolls against creatures within 5 feet of the water’s edge and deals an additional 7 (2d6) psychic damage on a hit as her presence floods the victim’s mind with fear or longing.
Waterform (1/Day).
As a bonus action, the Naiad can partially become water for 1 minute. While in this form:
- She gains resistance to all damage except fire.
- She can move through spaces as narrow as 1 inch wide without squeezing.
- She can pass through grates, keyholes, or natural fissures.
- She cannot cast spells, but retains use of her Luring Beauty and melee attacks.
Actions
Drowning Embrace. Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). If the target is already grappled at the start of its turn while in water, it must succeed on a DC 14 Constitution saving throw or begin drowning (as per suffocation rules).
Beguiling Touch. Melee Spell Attack:
+7 to hit, reach 5 ft., one creature.
Hit: 9 (2d8) psychic damage, and the target has disadvantage on its next Wisdom saving throw within the next minute.
Tactics
- Ambush Hunter: The Naiad uses her natural camouflage and Shape Water to conceal herself in her domain. She often strikes from beneath the surface after using Luring Beauty to draw enemies close.
- Divide and Drown: She’ll separate a party using Entangle or Control Water, pulling lone targets into deep water where she grapples and drowns them.
- Escape Artist: If overwhelmed, she uses Misty Step or Waterform to escape through narrow crevices or underwater routes.
Treasure
A Naiad’s lair may contain trinkets and offerings tossed into her spring, including silver jewelry, druidic scrolls, or aquatic-themed magic items (e.g., Pearl of Power, Cloak of the Manta Ray).
Naiad

This breathtakingly beautiful woman rises from the water, her skin shimmering like moonlight on a still pond and her hair flowing as if perpetually submerged.
Naiad
CR 6
XP 2,400
CN Medium fey (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +14
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dex, +2 natural, +3 deflection)
hp 76 (9d6+45)
Fort +6, Ref +11, Will +9
DR 5/cold iron
Immune charm, disease
Resist cold 10
Weaknesses fire vulnerability, water dependency
OFFENSE
Speed 30 ft., swim 50 ft.
Melee touch of the deep +8 touch (1d6+4 plus drown; see below)
Special Attacks beguiling presence, drowning embrace, spell-like abilities
Spell-Like Abilities (CL 9th; concentration +13)
Constant – detect magic, water walk
At will – charm person (DC 15), create water, daze (DC 14), entangle (DC 15), ghost sound (DC 14)
3/day – hold person (DC 16), mirror image, suggestion (DC 17)
1/day – control water (DC 18), deep slumber (DC 17), dimension door
STATISTICS
Str 10, Dex 21, Con 18, Int 14, Wis 15, Cha 19
Base Atk +4; CMB +4; CMD 20
Feats Combat Casting, Improved Initiative, Persuasive, Spell Focus (Enchantment), Weapon Finesse
Skills Bluff +15, Diplomacy +15, Escape Artist +14, Knowledge (nature) +11, Perception +14, Sense Motive +12, Stealth +14, Swim +15
Languages Aquan, Common, Sylvan
ECOLOGY
Environment temperate or warm freshwater (lakes, rivers, springs)
Organization solitary or pool (2–4)
Treasure standard (offerings, water-themed magic, polished stones and trinkets)
SPECIAL ABILITIES
Beguiling Presence (Su) – As a standard action, a Naiad can entrance nearby creatures with her otherworldly beauty. All creatures within 30 feet must succeed at a DC 17 Will save or be charmed for 1 minute. This is a mind-affecting charm effect. Creatures that succeed are immune to that Naiad’s Beguiling Presence for 24 hours. The save DC is Charisma-based.
Drowning Embrace (Su) – When a Naiad hits a creature with touch of the deep, she may attempt a free grapple check without provoking attacks of opportunity. If successful and the target is in water, it must succeed at a DC 17 Fortitude save at the start of its turn or begin to suffocate (see Suffocation rules in the Core Rulebook). The save DC is Charisma-based.
Touch of the Deep (Su) – A Naiad’s touch channels crushing pressure and the terror of the deep. It deals 1d6+4 damage (not subject to damage reduction). The target must also succeed at a DC 15 Will save or suffer a –2 penalty on all Will saves for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Water Dependency (Ex) – A Naiad must immerse herself in fresh water for at least 1 hour each day or take 1 point of Constitution damage per day. This damage cannot be healed until the Naiad spends the required time submerged.
Aquatic Camouflage (Ex) – While in natural, non-magical water, a Naiad gains a +4 bonus on Stealth checks and can use the Stealth skill even while observed, as long as she remains motionless.
TACTICS
Before Combat – A Naiad uses mirror image and entangle to manipulate the battlefield, remaining hidden beneath the surface.
During Combat – She begins with beguiling presence or suggestion, using illusions and enchantments to isolate and lure foes into the water. She follows up with her drowning embrace, aiming to disable enemies one at a time.
Morale – The Naiad is elusive and fluid in combat, retreating into the depths if overwhelmed. If her water is desecrated or polluted, she will pursue offenders relentlessly, striking when least expected.
DESCRIPTION
Naiads are ancient freshwater fey tied to pristine lakes, springs, or rivers. Though often playful and beguiling, they guard their homes with terrifying intensity. Mortals who show reverence may find a friend, a healer, or a guide in a Naiad — but those who pollute or claim her waters often vanish, drawn beneath by unseen hands.
A Naiad is typically 5 to 6 feet tall and weighs as much as a human, though her form may seem lighter or more fluid in motion. Her moods shift like water: serene one moment, stormy the next.