Moon Nymph
Medium Aberration, chaotic neutral. CR 8, AC 13, 110 HP. Traits: Invisibility, Magic Resistance.
- Armor class
- 13
- Hit points
- 110
- Challenge
- 8
- Creature type
- Aberration
- Size
- Medium
- Alignment
- chaotic neutral
Stat block
- Cha
- 17
- Con
- 12
- Dex
- 17
- Int
- 13
- Str
- 5
- Wis
- 15
- Speed
- Fly: 40; Walk: 0; Hover: true
- Senses
- darkvision 60 ft., passive Perception 15
- Skills
- Stealth: 6; Perception: 5; Persuasion: 6
- Actions
- Multiattack. The moon nymph makes two beguiling touch attacks or two moonbeam attacks.
- Beguiling Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.
- Moonbeam. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.
- Veil of Nightmares (1/Day). The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.
- Languages
- -
- Damage immunities
- psychic
- Special abilities
- Invisibility. The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.
- Magic Resistance. The moon nymph has advantage on saving throws against spells and other magical effects.
- Damage resistances
- necrotic, radiant
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).