Naiad

by CanceRevolution

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Naiads

Naiads are enchanting water nymphs often found in fresh water bodies like streams, brooks, springs, and lakes. Ethereal and graceful, their physical appearance mirrors the purity and clarity of the waters they inhabit. They often possess long, flowing hair that ripples and shimmers like the surface of a serene pond, skin that can range from the pale blue of a quiet brook to the deep azure of a midnight lake, and eyes that sparkle like sunlit water. Their forms, while mostly human-like, can occasionally manifest aquatic features such as webbed fingers, scales, or gills, depending on the specific domain they preside over.

Tier 2



Young Naiad

Medium, Fey / Elemental

Tier 2, Challenge Point 2, XP: 4

Attributes

AC 14 AP 0
HP 7 Posture 10
Mana 4
  • Damage Immunities Brain, Bleed, Poison
  • Damage Resistance Fire, Slash, Strike, Thrust
  • Passive Insight/ Perception 16
  • Language Elemental Speech (Aquan), Sylvan

Movement

Base/ Swim (breath) 30 Climb 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT -1 WIS +6 CHA +4
  • LU +1: Luck Points: 1; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

  • Water Form You are immune to being Contained, Immobilized, Knocked Prone, Suffocated, or Poisoned. You can also pass through any creature or object's space, regardless of size. If you take 5 or more cold damage in a single round, you become Paralyzed for 1 turn as a result of becoming frozen.

  • Spell Skill Spell Hit: +6, Spell DC (14)

  • Cast Ritual Spell You can cast the following spells:

  • Locate, Find Familiar, Talk to Plants

Actions (1)

  • Cast Spell: You can cast the following spells:

  • At Will: Beast Sense, Commune with Nature, Conjure Minor Vines, Talk to Animals, Water Dart

  • Level 1 (1 Mana): Cure Wounds, Hypnotize

Tier 3



Naiad

Medium, Fey / Elemental

Tier 3, Challenge Point 5, XP: 15

Attributes

AC 15 AP 0
HP 29 Posture 23
Mana 10
  • Damage Immunities Brain, Bleed, Poison
  • Damage Resistance Fire, Slash, Strike, Thrust
  • Passive Insight/ Perception 18
  • Language Elemental Speech (Aquan), Sylvan

Movement

Base/ Swim (breath) 30 Climb 10 Dash 20

Stats + Skills

STR -1 DEX +5 INT +1 WIS +8 CHA +6
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

  • Water Form You are immune to being Contained, Immobilized, Knocked Prone, Suffocated, or Poisoned. You can also pass through any creature or object's space, regardless of size. If you take 10 or more cold damage in a single round, you become Paralyzed for 1 turn as a result of becoming frozen.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Locate, Find Familiar, Talk to Plants

Actions (1)

  • Cast Spell: You can cast the following spells:

  • At Will: Beast Sense, Commune with Nature, Conjure Minor Vines, Talk to Animals, Water Dart

  • Level 1 (1 Mana): Cure Wounds, Hypnotize

  • Level 2 (2 Mana): Hydro Pump



Elder Naiad

Medium, Fey / Elemental

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 16 AP 0
HP 119 Posture 70
Mana 30
  • Damage Immunities Brain, Bleed, Poison
  • Damage Resistance Fire, Slash, Strike, Thrust
  • Passive Insight/ Perception 20
  • Language Elemental Speech (Aquan), Sylvan

Movement

Base/ Swim (breath) 30 Climb 10 Dash 20

Stats + Skills

STR -1 DEX +6 INT +4 WIS +10 CHA +6
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 1d4 Young Naiads to aid you in battle.

Abilities

  • Command Once per round, you can use a Free Action to make a Naiad within 30 feet to take an Action on your turn.

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

  • Water Form You are immune to being Contained, Immobilized, Knocked Prone, Suffocated, or Poisoned. You can also pass through any creature or object's space, regardless of size. If you take 20 or more cold damage in a single round, you become Paralyzed for 1 turn as a result of becoming frozen.

  • Spell Skill Spell Hit: +10, Spell DC (18)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate, Find Familiar
    Talk to Plants, Invisible Eye

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Beast Sense, Commune with Nature, Conjure Minor Vines, Talk to Animals, Water Dart

  • Level 1 (1 Mana): Cure Wounds, Hypnotize

  • Level 2 (2 Mana): Hydro Pump

  • Level 3 (4 Mana): Sphere of Water

  • Level 4 (6 Mana): Water Tentacles