JNAProductions
2017-10-03, 09:59 PM
Nymph
Medium Fey, Chaotic Good
Armor Class 17 (Sea's Beauty)
Hit Points 130 (20d8+40)
Speed 30', Swim 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 (+1)
16 (+3)
14 (+2)
14 (+2)
14 (+2)
18 (+4)
Damage Resistance Cold
Skills Persuasion +7, Athletics +4
Senses Darkvision 60', Passive Perception 12
Languages Common, Elvish, Sylvan, Aquan
Challenge 8
Innate Spellcasting A Nymph's innate spellcasting is based on Charisma (+7 to hit, DC 15). A Nymph may cast the following spells:
At-Will: Druidcraft, Shape Water, Guidance, Create Water (no destroying), Water Walk, Water Breathing
5/day: Healing Word
3/day: Sleet Storm
1/day: Commune With Nature, Greater Restoration, Mass Cure Wounds
Water Fae A Nymph can breathe underwater without any difficulty.
Speak With Beasts And Plants A Nymph can speak with animals and plants in Sylvan.
Sea's Beauty A Nymph adds her Charisma modifier to her AC while not wearing armor.
Blinding Beauty When not wearing armor, a Nymph has such extraordinary beauty that she can blind those who look upon her. Anyone looking at her while within 60' must make a DC 15 Charisma save or be blinded for an hour, with a new save at the end of every turn. Once a save is made, the target is immune to the Nymph's beauty until they take a long rest.
Magic Resistance We all know how this works.
Actions
Water Whip Melee Spell Attack: +7 to hit, reach 15', one target. Hit: 9 (2d4+4) slashing damage.
Extra Attack 2: The Nymph makes three attacks with her Water Whip or other attack actions.
Bonus Action
Captivating Beauty The Nymph selects a target within 120'. The target is immediately subject to her Blinding Beauty, and must also make a second save. On a failed Charisma save, they are Charmed by the Nymph for 24 hours, treating her as a trusted friend and companion. Any time the target takes damage, it is allowed a new saving throw, as well as if the Nymph does something to betray the trust of the Charmed victim. The Nymph can only have up to 2 (proficiency bonus/2, rounded up) targets charmed at a time.
DCR is about 6, which means to hit 8, OCR needs to be 9 or 10. DPR is a mere 27 at +7 (CR 5) but I think the ability to blind simply by BEING THERE, a few good spells (notably Healing Word, to keep herself alive) and an at-will Charm effect are worth a few extra CR.
Let me know what buffs/nerfs you'd give to make this lady CR 8-that's my end goal.
Medium Fey, Chaotic Good
Armor Class 17 (Sea's Beauty)
Hit Points 130 (20d8+40)
Speed 30', Swim 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 (+1)
16 (+3)
14 (+2)
14 (+2)
14 (+2)
18 (+4)
Damage Resistance Cold
Skills Persuasion +7, Athletics +4
Senses Darkvision 60', Passive Perception 12
Languages Common, Elvish, Sylvan, Aquan
Challenge 8
Innate Spellcasting A Nymph's innate spellcasting is based on Charisma (+7 to hit, DC 15). A Nymph may cast the following spells:
At-Will: Druidcraft, Shape Water, Guidance, Create Water (no destroying), Water Walk, Water Breathing
5/day: Healing Word
3/day: Sleet Storm
1/day: Commune With Nature, Greater Restoration, Mass Cure Wounds
Water Fae A Nymph can breathe underwater without any difficulty.
Speak With Beasts And Plants A Nymph can speak with animals and plants in Sylvan.
Sea's Beauty A Nymph adds her Charisma modifier to her AC while not wearing armor.
Blinding Beauty When not wearing armor, a Nymph has such extraordinary beauty that she can blind those who look upon her. Anyone looking at her while within 60' must make a DC 15 Charisma save or be blinded for an hour, with a new save at the end of every turn. Once a save is made, the target is immune to the Nymph's beauty until they take a long rest.
Magic Resistance We all know how this works.
Actions
Water Whip Melee Spell Attack: +7 to hit, reach 15', one target. Hit: 9 (2d4+4) slashing damage.
Extra Attack 2: The Nymph makes three attacks with her Water Whip or other attack actions.
Bonus Action
Captivating Beauty The Nymph selects a target within 120'. The target is immediately subject to her Blinding Beauty, and must also make a second save. On a failed Charisma save, they are Charmed by the Nymph for 24 hours, treating her as a trusted friend and companion. Any time the target takes damage, it is allowed a new saving throw, as well as if the Nymph does something to betray the trust of the Charmed victim. The Nymph can only have up to 2 (proficiency bonus/2, rounded up) targets charmed at a time.
DCR is about 6, which means to hit 8, OCR needs to be 9 or 10. DPR is a mere 27 at +7 (CR 5) but I think the ability to blind simply by BEING THERE, a few good spells (notably Healing Word, to keep herself alive) and an at-will Charm effect are worth a few extra CR.
Let me know what buffs/nerfs you'd give to make this lady CR 8-that's my end goal.