Nymph (5e Creature)

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Nymph

Medium fey, chaotic good


Armor Class 17
Hit Points 71 (13d8 + 13)
Speed 30 ft., swim 20 ft.


STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 16 (+3) 17 (+3) 19 (+4)

Saving Throws Cha +6
Skills Acrobatics +5, Animal Handling +5, Insight +5, Nature +5, Perception +5, Persuasion +6, Survival +5
Condition Immunities charmed
Senses passive Perception 15
Languages Common, Sylvan
Challenge 3 (700 XP)


Blinding Beauty. When a humanoid that can see the nymph starts its turn within 30 feet of the nymph, it must succeed on a DC 14 Constitution saving throw or be blinded. This blindness lasts until dispelled by a spell such as lesser restoration.
    Unless surprised, a humanoid can avert its eyes at the start of its turn to avoid the saving throw. If the humanoid does so, it can't see the nymph until the start of its next turn, when it can avert its eyes again. If the humanoid looks at the nymph in the meantime, it must immediately make the save.
    The nymph can turn this ability on or off on her turn, requiring no action.

Innate Spellcasting. The nymph's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The nymph can innately cast the following spells, requiring no material components:

At will: detect magic, druidcraft, shillelagh
1/day: dimension door

Spellcasting. The nymph is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The nymph has the following druid spells prepared:

Cantrips (at will): guidance, produce flame, resistance
1st level (4 slots): cure wounds, entangle, longstrider, speak with animals
2nd level (3 slots): heat metal, lesser restoration
3rd level (3 slots): call lightning, protection from energy, speak with plants
4th level (1 slot): grasping vine

Unearthly Grace. While the nymph is wearing no armor and not wielding a shield, her AC includes her Charisma modifier. Additionally, when the nymph makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, she can make a Charisma saving throw instead.

ACTIONS

Multiattack. The nymph makes two attacks with her club.

Club. Melee Weapon Attack: +2 to hit (+6 with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Stunning Glance (Recharge 5-6). The nymph attempts to stun a creature within 30 feet of her with a look. If that creature and the nymph can see each other, the creature must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.



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gollark: C has "generics" but they are not what anyone actually means.
gollark: As the ancient mages once said, "lol no generics".
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