Nymph

A delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection.

Nymph CR 7

XP 3,200
CG Medium fey
Init +5; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)

DEFENSE

AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 60 (8d6+32)
Fort +13, Ref +18, Will +16
DR 10/cold iron

OFFENSE

Speed 30 ft., swim 20 ft.
Melee mwk dagger +10 (1d4/19–20)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th)

1/daydimension door

Spells Prepared (CL 7th)

4thsummon nature’s ally IV
3rdcall lightning (DC 16), cure moderate wounds, water breathing
2ndbarkskin, flame blade, resist energy, tree shape
1stcharm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame
0detect magic, guidance, light, stabilize

STATISTICS

Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
Base Atk +4; CMB +9; CMD 27
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21

SPECIAL ABILITIES

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 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Inspiration (Su)

A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse’s Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Spells (Su)

A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.

Stunning Glance (Su)

As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 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 racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Wild Empathy (Su)

This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifer to the check.

ECOLOGY

Environment temperate forest
Organization solitary
Treasure standard (dagger, other treasure)

Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature’s purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.

Variant: Nymph, Asteriae (CR 7)

[Source]

A delicate figure appears out of nowhere in a flash of starlight, her long ears tapering to points above her head, her body accompanied by circling motes of light like streaking stars, her beauty painful in its perfection. While not an evil creature, an asteriae is an amoral creature as it values only light, stars, skies, and art, and cares very little for nature, unlike normal nymphs. She is a vicious foe of those who promote the ethos of darkness, dark tapestry, caves, earth, loss, and the void.

Circle of Stars (Su)

The asteriae can summon six tiny motes of light once every 1d4 rounds as a standard action, if she activates the ability she dismisses her existing circle of stars. The conjured “stars” circle her, floating about 1 to 3 from her. Each “star” leaves behind a trail of glowing light, as if it were a miniature, falling star. Each “star” protects the asteriae against attacks by interposing itself between the asteriae and an attack.

Each “star” can take up to 8 points of damage or negate up to 1 spell level before disintegrating. Any spell attack or damage not absorbed is carried over to the asteriae.

Essentially an asteriae can absorb 48 points of damage or 6 spell levels. For example a 4th level spell will would be absorbed and disintegrate 4 stars, while a 7th level spell would not be affected.

In addition, as a move action, the asteriae can direct one of her circling “stars” to streak away from its protective circuit and attack a foe. She may direct only one such “star” in this fashion each round. A commanded “star” can be directed to attack any one target within her line of sight as if she were making a ranged touch attack. If Asteriae successful, it deals 3d6 points of fire damage and 3d6 points of electricity damage.

This replaces a nymph’s druidic spellcasting.

Interplanetary Teleportation (Sp)

An asteriae can use interplanetary teleport (CL 17) once per day as a spell-like ability.

This replaces a nymph’s wild empathy special quality and dimension door spell-like ability.

Environment any non-underground

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