( Monster Manual v.3.5, p. 197)

Medium Fey

Hit dice: 6d6+6 (27 hp)

Initiative: +3

Speed: 30 ft.

Armor class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14

Base Attack/Grapple: +3/+3

Attack: Dagger +6 melee (1d4/19-20)

Full Attack: Dagger +6 melee (1d4/19-20)

Space/Reach: 5 ft./5 ft.

Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance

Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy

Saves: Fort +7 (+4 from Unearthly Grace) Ref +12 (+4 from Unearthly Grace) Will +12 (+4 from Unearthly Grace)

Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

Skills: Concentration +10, Diplomacy +6, Escape Artist +12

Feats: Combat Casting, Dodge, Weapon Finesse

Environment: Temperate forests

Organization: Solitary

Challenge Rating: 7

Treasure: Standard

Alignment: Usually chaotic good

Advancement: 7-12 HD (Medium)

Level adjustment: +7

This being's beauty exceeds mere words; she is capitvating and dangerous because of the emotions she inspires. She has long, copper hair, perfect skin, large eyes, and long swept-back ears.

Nymphs are nature's embodiment of physical beauty, and the guardians of the sacred places of the wild. They are so unbearably lovely that even a glimpse of one can blind an onlooker. Nymphs hate evil and any who would despoil the wilds for any reason.

A nymph's demeanor is wild and mercurial. Like nature itself, she embodies both great beauty and fearsome danger. She can be kind and graceful to mortals who revere teh wild places of the world, but is also quick to strike against mortals who take more than they need or who treat nature thoughtlessly. Animals of all types flock to a nymph, ignoring the presence of natural enemies; injured beasts know that the nymph will tend their wounds.

A nymph is about the height and weight of a female elf. Nymphs speak Sylvan and Common.


A nymph usually avoids contact with nonfey, but she often has a place she holds sacred and defends against all intrusion—a grove, a pool, or sometimes a hilltop or peak. She uses her spells and animal allies to drive intruders away from the spot she defends, preferring to use non-lethal attacks first and resorting to deadly attacks only when faced by evil creatures or intruders who reply to her efforts with deadly attacks of their own.

Nymphs are better disposed toward elves, half-elves, and druids, individuals they recognize as friends of nature. They are likely to offer such people a chance to explain their presence instead of driving them away. Nymphs have also been known to aid good heroes who approach them in a courteous and respectful manner.

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 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-like Abilities: 1/day—dimension door. Caster level 7th.

Spells: A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level):
0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd—call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 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 bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

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

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