Naekk

Medium fey, chaotic evil

Armor Class 15 (natural)
Hit Points 85 (10d8+40)
Speed 10 ft.; Swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 11 (+0) 14 (+2) 19 (+4)

Damage Resistances Weapons that are not made of cold iron
Senses Tremorsense 120 ft. (water only), darkvision 60 ft., passive Perception
Languages Aquan, Sylvan
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Amphibious. The naekk can breath both air and water.

ACTIONS

  • Multiattack. The amadan may make to attacks, one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d6+6 (10) piercing damage.
  • Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+6 (13) slashing damage.
  • Change Shape. The naekk takes on the form of a beast with a challenge rating equal to or less than its own or back again. Any equipment the neakk is carrying becomes a part of its new form, and it returns to its original form when killed. While in its beast form, the naekk retains its alignment, Intelligence, Wisdom, and Charisma scores, and its ability to speak, as well as the ability to change its shape. Otherwise, it takes on the abilities of the beast it is imitating.
  • Mournful Cry. The naekk wails its sad song. All creatures within 30 ft. of the naekk that are not allied with it must succeed on a DC 15 Wisdom save or reduce their attack rolls and ability checks by 1d4 for 10 minutes. The affect can be removed by a calm emotions, remove curse, or similar spell. Phantasmal Bite. If the naekk makes a bite attack against a creature charmed by its Riversong, the charmed condition ends and the target must make a DC 15 Wisdom save. On a failed save, the target becomes frightened for 1 min and takes 4d10 (22) psychic damage per round. They may repeat the save at the start of each of their rounds to end the effect.
  • Riversong. The naekk can sing its hauntingly beautiful melody. All creatures within 100 ft. who can hear the naekk must succeed on a DC 15 Wisdom save or become charmed by the creature. Charmed creatures must move at their full speed value toward the nearest body of water. The body of water must large enough to submerge the creature. Once the target reaches the body of water, it may make a second save. On a success, it stands at the edge and stares into the water as long as the naekk sings. On a failed save, the creature enters the water and submerges itself. On its next round it begins to drown and will continue to do so as long as the naekk sings. The creature is allowed a new saving throw at the end of each of its rounds to break either of these effects.

ABOUT

A lithe humanoid with pale green skin and long hair the color of moss splashes in the water. Its lower body tapers into a long, slender eel-like tail the color of a muddy, algae-slicked log. Naekks are malicious water-spirits infamous for their beautiful, ethereal voices that echo in the tinkling rush of flowing water or even in the faint dripping or lapping of still water in subterranean lakes and pools. The entrancing music of the naekk calls travelers to the water’s edge and captivates many to cast themselves into the water in quest of the source of the angelic refrains they hear. Some stop short of immersion and simply sit entranced at the water’s edge, where they may see the lithe and beautiful naekk dancing upon the currents below. Deadly Beauty. Naekks’ upper bodies are beautiful by human standards, with delicate elfin features and eyes and hair of deepest sparkling green. However, their visage changes radically whenever they open their mouths, which are filled with hundreds of jagged green teeth, or distend their unnaturally long arms to grasp their prey.

Naekks are malicious waterspirits infamous for their beautiful, ethereal voices that echo in the tinkling rush of flowing water or even in the faint dripping or lapping of still water in subterranean lakes and pools. The entrancing music of the naekk calls travelers to the water’s edge and captivates many to cast themselves into the water in quest of the source of the angelic refrains they hear. Some stop short of immersion and simply sit entranced at the water’s edge, where they may see the lithe and beautiful naekk dancing upon the currents below.

Deadly Beauty. Naekks’ upper bodies are beautiful by human standards, with delicate elfin features and eyes and hair of deepest sparkling green. However, their visage changes radically whenever they open their mouths, which are filled with hundreds of jagged green teeth, or distend their unnaturally long arms to grasp their prey.

Fool’s Gold. Naekks are known to hoard precious metals, but even among the greedy only the foolish seek them out, as their cry is said to be an omen of death.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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