Moon Nymph
- Size
- Medium
- Type
- Aberration
- Challenge Rating
- 8
- Source
- Creature Codex
- Alignment
- Chaotic-Neutral
- Armor Class
- 13
- Speeds
- 0, fly 40
- Walking Speed
- 0
- Flying Speed
- 40
- Strength Score
- 5
- Dexterity Score
- 17
- Constitution Score
- 12
- Intelligence Score
- 13
- Wisdom Score
- 15
- Charisma Score
- 17
- Skill Proficiencies
- Perception, Persuasion, Stealth
- Vision
- Darkvision (60ft)
- Languages Ref
- -
- Hit Points
- 110
- Resistances
- Resistant to Necrotic Damage, Resistant to Radiant Damage, Immune to Psychic Damage
Medium aberration, chaotic neutral
Armor Class 13
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.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.