14 (natural armor)
88 (16d8+16)
walk 30 ft., swim 40 ft.
necrotic, poison; piercing and slashing damage from nonmagical weapons
charmed, frightened, paralyzed, poisoned
darkvision 60 ft.
Common
6
If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.
The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: • At will: control water, suggestion, tongues, water walk (can be ended freely at will) • 1/Day: dominate person
In dim light or darkness, a rusalka that's underwater is invisible.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.
The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.
17 (natural armor)
97 (13d8+39)
30 ft., swim 50ft.
Deception +7, Perception +4, Stealth +6
darkvision 60 ft.
Common, Sylvan
4
The rusaika has advantage on ability checks and saving throws made to escape a grapple.
The rusalka appears different and uniquely beautiful to match the tastes of each humanoid that perceives it. Truesight reveals the rusalka's true undead form.
The rusalka cannot willingly leave the body of water to which it is bound. If forcibly removed, the rusalka takes 11 (2d10) necrotic damage every minute until it returns.
One humanoid the rusalka can see within 100 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 hour. The charmed target must spend its turns trying to move as dose to the rusalka as it can. The target can't take reactions, and for its action, it can use only the Dash action. If the target suffers any harm, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends, the target is immune to the rusalka's Charm for the next 24 hours. The rusalka can have only one target charmed at a time.If it charms another, the effect on the previous target ends
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage and the target is grappled (escape DC 16) and pulled 5 feet toward the rusalka. Until this grapple ends, the target is restrained, the rusalka tries to drown it, and the rusalka can't use its tresses on another target.
One creature grappled by the rusalka must succeed on a DC 14 Constitution saving throw or be incapacitated with laughter for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.