A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Revised Nymph (plus varieties)

    NYMPH


    MEDIUM FEY
    Hit Dice: 12d6+12 (47 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+5 Dex, +6 deflection), touch 21, flat-footed 16
    Base Attack/Grapple: +6/+5
    Attack: Unarmed strike +5 melee (1d3-1 nonlethal)
    Full Attack: Unarmed strike +5/+0 melee (1d3-1 nonlethal)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Enchanting beauty, spells, spell-like abilities
    Special Qualities: Damage reduction 10/cold iron, low-light vision, superior wild empathy, unearthly grace
    Saves: Fort +11, Ref +21, Will +19
    Abilities: Str 8, Dex 20, Con 12, Int 16, Wis 18, Cha 22
    Skills: Bluff +21, Concentration +16, Diplomacy +10, Disguise +6 (+8 acting), Hide +22, Intimidate +8, Knowledge (nature, religion) +18, Listen +21, Move Silently +22, Sense Motive +19, Spot +21, Survival +4 (+6 aboveground)
    Feats: Alertness, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes, Stealthy
    Environment: Temperate forests
    Organization: Solitary or sisterhood (3-6)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always chaotic (any)
    Advancement: By character class
    Level Adjustment: -

    "Greetings, mortal. What brings you to my Paradise?"


    These nature spirits guard their forest realms and come in many different varieties (see below). They appear as radiantly beautiful humanoid women, and are as capricious and mercurial as any fey. Male nymphs are called satyrs, and appear as darkly handsome men with the horns and legs of goats.

    Nymphs speak Common, Elven, Gnome, and Sylvan.

    Combat Abilities
    A nymph relies on her beauty and her magic for protection. If forced into a physical confrontation she much prefers to flee than fight. Evil nymphs do not hesitate to sacrifice creatures they have charmed (either with their gaze or their wild empathy) for tactical advantages.

    Enchanting 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 21 Fortitude save or be charmed as though by the charm monster spell. A charmed creature gains the benefits of good hope while defending the nymph. The save DC is Charisma-based.

    Spell-Like Abilities
    At will-speak with animals, speak with plants, stone tell. Caster level 12th.

    Spells
    A nymph casts spells as a 12th-level sorcerer, drawing her spells from the bard and druid spell lists rather than the sorcerer/wizard spell list.

    Typical Spells Known (6/7/7/7/7/6/4, save DC 16 + spell level)
    0—dancing lights, detect magic, detect poison, guidance, know direction, light, mending, prestidigitation, purify food and drink; 1st—disguise self, entangle, faerie fire, goodberry, unseen servant; 2nd—barkskin, fog cloud, glitterdust, lesser restoration, resist energy; 3rd—call lightning, dispel magic, glibness, see invisibility; 4th—dispel magic, flame strike, freedom of movement; 5th—greater heroism, wall of thorns; 6th—summon nature's ally VI.

    Superior 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 and she may also use it to influence plant creatures and vermin at no penalty.

    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).

    Nymph Varieties
    The statistics above are for a typical nymph, as might be encountered in a fey court or city. However there are many different kinds of nymph, with powers that vary according to their domains. These varieties of nymph cannot stray more than 1 mile from their natural environment, without suffering penalties as if by both a lesser and a greater geas until they return.

    Dryads and Hamadryads
    Dryads are the guardians of forests and don't differ much from standard nymphs. Hamadryads are the guardians of particular trees and they die if their bonded tree is ever cut down.

    Hesperides
    These benign nymphs tend the orchards of the Golden Apples of Immortality. They have ranks in Diplomacy rather than Bluff, and may use their wild empathy to influence dragons at no penalty. Hesperides nymphs speak Celestial and Draconic rather than Elven or Gnome.

    Lampades
    These eerie nymphs are never good-aligned and serve Hecate, goddess of magic, the moon, and the underworld. They have the extraplanar subtype and dwell in planes of darkness and death, manifesting on the Prime Material Plane only at night to terrify travellers at crossroads. Lampades gain ranks in Intimidate, Knowledge (arcana), and Knowledge (the planes) rather than Bluff, Knowledge (nature), or Sense Motive. Their gaze causes fear (as the spell) rather than charming its subjects. They draw their spells from the cleric spell list and the Darkness, Death, Madness, and Magic domains rather than the bard and druid spell lists. They wield mystical torches (+1 flaming unholy clubs), are accompanied by hell hounds, and speak Abyssal, Celestial, and Infernal rather than Elven, Gnome, or Sylvan.

    Maenads
    Maendas are unlike other nymphs in that they can never remain in the same place - they suffer the effects of the geases if they stay in a particular area for more than a day. They devote their time to revelry and hedonism, roving the countryside and worshipping gods of drink and excess. Never good-aligned, they are infamous for slaying and devouring creatures that fail to entertain them. Once per day a maenad may use transformation on herself as a spell-like ability (caster level 12th).

    Muses
    These rare nymphs have ranks in Perform (any one) rather than Bluff. They favour bard spells and serve mortal artists as patrons and sources of inspiration.

    Naiads and Nereids
    Naiads and nereids are the guardians of freshwater (rivers, lakes) and saltwater (seas, oceans) environments, respectively. A nymph of either type has the water subtype, a swim speed of 60 feet, and 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. Naiads and Nereids speak Aquan instead of Gnome.

    Oreads
    These nymphs dwell on mountain ranges and in caves and grottoes. They have the earth subtype, burrow speeds of 30 feet, and ranks in Knowledge (dungeoneering) instead of Knowledge (nature). They speak Common, Dwarven, Terran, and Undercommon.
    Last edited by rferries; 2018-04-05 at 03:58 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    Hunting "Yonder."
    Gender
    Female

    Default Re: Revised Nymph (plus varieties)

    These all look nice, but one nitpick. You say they cast as a sor but druid spell list. instead of typical spells prepared you should probably say typical spells known.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Nymph (plus varieties)

    Whoops thanks!

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