Eleionomae (3.5e Creature)

Eleionomae

Size/Type: Medium Fey
Hit Dice: 6d6+9 (30 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 19 (+3 Dex, +4 deflection, +2 natural), touch 19, flat-footed 16, touch {{{touch}}}, flat-footed {{{flat}}}
Base Attack/Grapple: +2/+6
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy, hold breath
Saves: Fort Fort +7, Ref +12, Will +12, Ref {{{ref}}}, Will {{{will}}}
Abilities: Str 10, Dex 12, Con 10, Int 15, Wis 10, Cha 19
Skills: Hide +7*, Listen +4, Spot +4, Swim +12
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: neutral
Advancement: 7–12 HD (Medium)
Level Adjustment:
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Eleionomae are nymphs of the marsh. They share many qualities in common with common nymphs, but also have some differences. Being spirits of nature, they manifest in an appearance that is appropriate for their environment; In this case, they appear as female common lizardfolk. The difference between an Eleionomae and an actual female lizardfolk are evident when one examines them. Eleionomae have an almost unnatural aura of beauty, as well as an unquantifiable air of mystery and grace to their every move.

Eleionomae speak Sylvan and Draconic.

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. They also have the ability to cast Illusions, usually with the intent to lure travelers to them by casting images of their victim's loved ones.

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 animals, 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.

Hold Breath: An Eleionomae can hold her breath for number of rounds equal to three times her Constitution score before she risks drowning.

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.

See Also: Wikipedia:Eleionomae



Back to Main Page 3.5e Homebrew Creatures CR 7

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gollark: Ah yes.
gollark: HQ9+ extended with the B command from Embedded HQ9+, C for "work as GNU `cat` program", and P for "test if input number is prime".
gollark: Hmm, we could make... BHQ9+CP.
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