Nymph
A nymph is a member of a large class of female nature entities, either bound to a particular location or landform or joining the retinue of a god, such as Dionysus, Hermes, or Pan or a goddess, generally Artemis. Nymphs were the frequent target of lusty satyrs.
Nymphs are personifications of the creative and fostering activities of nature, most often identified with the life-giving outflow of springs.
The home of the nymphs is on mountains and in groves, by springs and rivers, in valleys and cool grottoes. They are frequently associated with the superior divinities: the huntress Artemis; the prophetic Apollo; the reveller and god of wine, Dionysus; and with rustic gods such as Pan and Hermes (as the god of shepherds).
The symbolic marriage with a nymph of a patriarchal leader is repeated endlessly clearly such a union lent authority to the archaic king and to his line.
Nymph
Medium fey, neutral good
Armor Class: 14 Hit Points: 60 (8d8 + 24)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
Skills: Perception +5, Stealth +8 Senses: Darkvision 60 ft., passive Perception 15
Speed: 30 ft.
Actions:
- Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Charm. The nymph targets one humanoid or beast it can see within 30 feet of it. If the target can see the nymph, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the nymph as a trusted friend to be heeded and protected. Although the target isn’t under the nymph’s control, it takes the nymph’s requests or actions in the most favorable way it can.
Abilities:
- Innate Spellcasting. The nymph’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At will: Druidcraft
- 3/day each: Entangle, Goodberry
- 1/day each: Barkskin, Cure Wounds, Pass without Trace, Spike Growth
Challenge Rating: 3 (700 XP)
Physical Description: The nymph is a graceful and alluring creature, resembling a young humanoid with delicate features and flowing, ethereal hair. Her skin shimmers with an otherworldly glow, and her eyes glisten with an enchanting radiance. She is dressed in a gown woven from leaves and adorned with flowers, exuding an aura of natural beauty. With every movement, she emanates an air of elegance and mystery, captivating all who gaze upon her.
Nymph classifications
The different species of nymph are sometimes distinguished according to the different spheres of nature with which they were connected.
Land Nymphs
Alseids (glens, groves) One of a group of nymphs that preside over mountain vales glens and groves where herds graze. They like to scare travelers, they are attendants of satyrs
- Napaeae (mountain valleys, glens)
- Auloniads (pastures)
- Leimakids (meadows)
- Oreads (mountains, grottoes)
- Minthe (mint)
- Hesperides (garden)
Water Nymphs
- Helead (fen)
- Oceanids (daughters of Oceanus and Tethys, any water, usually salty)
- Nereids (daughters of Nereus, the Mediterranean Sea)
- Naiads (usually fresh water)
- Crinaeae (fountains)
- Limnades or Limnatides (lakes)
- Pegaeae (springs) A type of nymph one group of them dwelled in the spring of Pegae, and were responsible for the kidnapping of Hylas.
- Potameides (rivers)
- Eleionomae (marshes)
Wood Nymphs
- Hamadryads (trees)
Dryads (oak tree)
Meliae (manna-ash tree)
Leuce (white poplar tree)
Epimeliad (apple tree)
Other
- “Corycian Nymphs” (Classical Muses)
- Lampades (underworld)
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, Monstrous Manual
Nymph | |
Medium fey | |
Hit Dice | 6d6+6 (27 hp) |
Initiative | +3 |
Speed | 30 ft. (6 squares), Swim 20 ft. |
Armor Class | 17 (+3 Dexterity, +4 deflection), touch 17, flat-footed 14 |
Base Attack/Grapple | +3/+3 |
Attack | Dagger +6 melee (1d4/19-20) |
Full Attack | Dagger +6 melee (1d4/19-20) |
Space/Reach | 5 ft./5ft. |
Special Attacks | Blinding beauty, spells, spell-like abilities, stunning glance |
Special Qualities | Damage reduction 10/cold iron, Low-Light Vision, unearthly grace, wild empathy |
Saves | Fort +7, Ref +12, Will +12 |
Abilities | Strength 10, Dexterity 17, Constitution 12, Intelligence 16, Wisdom 17, Charisma 19 |
Skills | Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Rope Use+3 (+5 with bindings) |
Feats | Combat Casting, Dodge, Weapon Finesse |
Environment | Temperate forests |
Organization | Solitary |
Challenge Rating | 7 |
Treasure | Standard |
Alignment | Usually chaotic good |
Advancement | 7-12 HD (Medium) |
Level Adjustment | +7 |
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.
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 animal, 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.
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.