Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Water Nymph

by Jamie Baty

BMSII 24
Medium Fey (Aquatic)
Hit Dice: 4d6 (14 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armour Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Masterwork dagger +7 melee (1d4)
Full Attack: Masterwork dagger +7 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Amphibious, Damage reduction 5/cold iron, low-light vision, water dependant, wild empathy
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +9, Listen +9, Move Silently +11, Search +9, Spot +9, Swim +8, Use Rope +4
Feats: Great Fortitude, Weapon Finesse
Environment: Any aquatic
Organisation: Solitary, or Covey (2-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good
Advancement: by character class
Level Adjustment: -

Water nymphs are closely related to dryads and more distantly to the nymphs commonly encountered on land (mountain and forest nymphs). Instead of being bound to a tree, they are bound to a specific body of water (or part of a large body). Thus they may be bound to a spring, river, lake, sea, cove, harbour, etc... Nymphs bound to freshwater bodies of water are known as naiads, and those bound to saltwater bodies of water are called nereids.
A nymph's delicate features are much like a female elf's, though her flesh suggests a hint of mother-of-pearl, and her hair is tinted with light blues and greens, as if it were viewed while looking through water. They often adorn their hair with shells and flowers from water plants. Most wear little clothing- a short tunic made of beautiful aquatic vegetation being a favoured item.
Although they are generally solitary, up to five nymphs have been encountered in one place on rare occasions.
Water nymphs speak Common, Aquan, and Sylvan. Many also speak the racial languages of the Undersea peoples.

Combat
Shy, intelligent, and resolute, nymphs are as elusive as they are alluring
they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a nymph uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest.

Amphibious (Ex): A nymph can breathe while in air and while submerged in water.

Damage Reduction (Su): A nymph has damage reduction of 5/ cold iron.

Spell-like Abilities (Sp): At will
water breathing, control water, fog cloud; 3/day
charm person (DC 13), deep slumber (DC 15), water walk; 1/day
suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Water Dependant (Su): Each nymph is mystically bound to a single water body (or part of a large one) and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A nymph's water body does not radiate magic.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the nymph has a +6 racial bonus on the check.

Skills: A water nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.