Moon Nymph
Medium Aberration chaotic neutral
- Armor Class: 13
- Hit Points: 110 (20d8+20)
- Speed: fly 40 ft. hover True ft. walk 0 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: Creature Codex, page 269
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 5 (-3) |
17 (+3) |
12 (+1) |
13 (+1) |
15 (+2) |
17 (+3) |
- Skills: perception +5, persuasion +6, stealth +6
- Damage Immunities: psychic
- Damage Resistances: necrotic, radiant
- Senses: darkvision 60 ft., passive Perception 15
- Languages: -
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.
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.
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