14
40 (9d8)
30 ft., swim 20 ft.
Insight +7, Perception +7, Stealth +6
charmed
darkvision 60 ft.
Sylvan
4
The nymph can breathe air and water.
The nymph's innate spellcasting ability is Charisma (spell save DC 14). The nymph can innately cast the following druid spells, requiring no components. • At will: detect magic, druidcraft, guidance, light • 2/Day: cure wounds, goodberry, lesser restoration • 1/Day: grasping vine, tree stride
The nymph has advantage on saving throws against spells and other magical effects.
The nymph can communicate with beasts and plants as if they shared a language.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn't surprised can avert their eyes.