Capricious Naiad

Family: Naiad

Medium elemental, lawful evil

Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 40 ft.

11 (+0) 15 (+2) 14 (+2) 13 (+1) 18 (+4) 15 (+2)

Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Aquan, Common, Primordial
Challenge 2 (450 XP)


  • Amphibious. The naiad can breathe air and water.
  • Watery Tendrils. While the naiad is in contact with a body of water, she can make Hydro Slam attacks against any creature she can see that is within 5 feet of the same body of water or in contact with the water.


  • Multiattack. The naiad makes two Hydro Slam attacks.
  • Hydro Slam. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) bludgeoning damage, and the target is grappled (escape DC 14) by a lingering tendril of animated water, allowing the naiad to grapple multiple creatures and move away from them without breaking the grapple. The tendril can’t be attacked, but the creature can still escape from the grapple as normal.
  • Playful Demise (Recharge 5–6). All creatures grappled by the naiad must succeed on a DC 14 Strength saving throw or be moved up to 15 feet in a direction of the naiad’s choice. If this movements puts the creature completely underwater, the creature takes 14 (4d6) bludgeoning damage and becomes restrained until it is no longer grappled by the naiad.


  • Fleeting Presence. As a reaction when the naiad is hit by an attack while she is in contact with a body of water, she can teleport up to 15 feet to an unoccupied space she can see. The destination space must also be at least partially in contact with the same body of water.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete section 15 entry - see the full license for this page