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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Moon Nymph/

Moon Nymph

Moon Nymph

Medium aberration, chaotic neutral
  • Armor Class 13 (undefined)
  • Hit Points 110 (20d8+20)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR
    5 (-3)
  • DEX
    17 (+3)
  • CON
    12 (+1)
  • INT
    13 (+1)
  • WIS
    15 (+2)
  • CHA
    17 (+3)
  • Skills Perception +5, Persuasion +6, Stealth +6
  • Damage Resistances necrotic, radiant
  • Damage Immunities psychic
  • Senses darkvision 60 ft., passive Perception 15
  • Languages -
  • Challenge 8 (3,900 XP)
  • 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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