Nymphs are nature spirits that take the
form of impossibly beautiful young women.
They may have some inhuman features, such as pointed ears or unusual
hair, eye, or skin tones.
Nymphs are tied into some natural site or phenomenon, or exist as the entourage of a mortal incarnation of a deity or powerful cleric. Thus, there might be a Nymph of the Crystal Grotto, Nymphs of Springtime, Nymphs of the Darkwine River, and so on.
Nymphs enjoy hunting and other sports. They are noted for their skill with spear and bow. Some 25% of encounters with nymphs will include 1d6 hunting dogs per nymph.
Nymphs are tied into some natural site or phenomenon, or exist as the entourage of a mortal incarnation of a deity or powerful cleric. Thus, there might be a Nymph of the Crystal Grotto, Nymphs of Springtime, Nymphs of the Darkwine River, and so on.
Nymphs enjoy hunting and other sports. They are noted for their skill with spear and bow. Some 25% of encounters with nymphs will include 1d6 hunting dogs per nymph.
Many nymphs seem to enjoy mortal
company. Most nymphs limit this company
to the presence of women, whom they allow to join in their sports, but 20% of
all nymphs are also interested in taking comely mortals – both male and female
– as paramours. Nymphs can bear children
with mortal lovers. Such children gain a
+2 bonus to Charisma and a +1 bonus to Dexterity, but are otherwise treated as
mortals of their race. They may have
other visible signs of their fey ancestry, based upon their mother’s
appearance.
Nymphs prefer to pursue rather than to
be pursued, and run away when approached by amorous satyrs and men. When a nymph runs, she is untiring, able to
run at full speed for six hours without a break. It is difficult for any creature to harm a
nymph due to her supernatural allure. A
DC 15 Will save is required to target a nymph with any attack, although
once this save succeeds once, the attacker cannot be affected by the nymph’s
allure again that day. As a final method
of outwitting pursuit, a nymph may merge with nature as an action, becoming
reeds, an island, stalks of grain, or anything else appropriate to the area. A nymph must succeed in a DC 20 Will save to merge with nature, and this merger is permanent.
Nymphs who are tied into a particular
time, such as a season or a time of day, are only present in the material world
during that time. It is as though the
intervening time did not exist for the nymph.
Thus, the last day of autumn of one year, and the first day of autumn
the next year, are sequential days for an autumnal nymph. If the nymph has a mortal paramour, she can
choose either to take him with her (so that he ages one year for every four,
from the perspective of a mortal creature of the material plane), or not, so
that he can act in the world throughout the year, but seems to age swiftly
before her eyes.
Nymphs may have 1d5 class levels as (roll 1d5) (1-2) a warrior or (3-5) a wizard.
Nymph: Init +3; Atk spear +2 melee (1d6) or short bow +6 ranged (1d6); AC 14; HD 1d8; MV 40’; Act 1d20; SP untiring, supernatural allure, blinding, merge with nature; SV Fort +4 , Ref +8, Will +7; AL variable (often N or C).
Divine Nymph: Init +5; Atk spear +4 melee (1d6+2) or short bow +8 ranged (1d6); AC 16; HD 5d8; MV 50’; Act 1d20; SP untiring, supernatural allure, blinding, cause death, merge with nature; SV Fort +8 , Ref +12, Will +14; AL variable (often N or C).
No comments:
Post a Comment