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Medium fey, chaotic neutral

Armor Class: 15
Hit Points 23 (5d8)
Speed: 30 ft., swim 60 ft.

11 (0) 15 (+2) 10 (0) 15 (+2) 17 (+3) 17 (+3)

Skills: Athletics +8, Insight +5, Nature +4, Perception +5, Stealth +5, Survival +5
Senses: darkvision 60 ft., passive Perception 15, tremorsense (water only)
Damage Vulnerability: cold iron
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities: charmed, paralyzed, poisoned, restrained
Languages: Aquan, common, sylvan
Challenge: 3 (700 XP)

Special Traits

  • Aquatic Terrain: While in water, a water nymph is immune to the blinded condition and gains advantage on all Athletics, Survival, Perception and Stealth checks. Water nymphs can breathe both in water and in air, but for every minute a water nymph spends outside of water, she takes 4 (1d8) points of damage as her skin dries.
  • Multiattack: The river nymph makes two attacks per round: one with its claws and one with its bite. If the nymph is armed, its weapon replaces its claw attack.
  • Siren Song: A water nymph can single out one individual at a time and use its siren song to lure him or her into the water. The victim must make a successful Charisma save DC 13 to avoid being drawn in. Once the victim has succumbed, he is charmed and will do anything the nymph asks, even unto death. Nothing breaks the charm unless it is dispelled (dispel magic or remove curse will work) or the water nymph is driven off or defeated. Blocking one’s ears is partially effective, lowering the DC to 10. This ability is treated as a sonic charm attack.
  • Sunlight Vulnerability: A water nymph in direct sunlight suffers disadvantage on all attacks, ability checks, skill checks and saving throws.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d4+2) piercing damage. Those bitten must make a DC 13 Constitution check or be poisoned until they complete a long rest.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6+2) slashing damage.


Water nymphs are the solitary spirits of oceans, lakes, rivers and waterways. They are nocturnal, only appearing as the sun sets and disappearing again as the first rays of the sun cross the horizon.

In appearance they are lithe creatures, possessed of a child-like beauty. They are often wreathed in a faint nimbus of jewel-colored light -ruby, emerald, or sapphire. They frolic and dance among the waters of their river, leaving glowing paths behind them as they swim. Often their large, luminous eyes can be seen by sailors and night walkers staring out from the shadows.

Many know them as playfully mischievous creatures, but there is also a dark side to their existence. Each month, when the moon is new, water nymphs grow strange and fey. They still circle boats and approach the shores, but their eyes are no longer wide and childlike -instead their gaze is a quiet call to the mortals on whom it falls, luring them to a watery doom.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.

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