Innate Spellcasting. The aurai's innate spellcasting ability is Charisma (spell save DC 14). The aurai can innately cast the following spells, requiring no material components:
At will: druidcraft, gust
3/day each: dissonant whispers, healing word, thunderwave
1/day each: hold person, gust of wind, knock
Fly. The aurai can fly.
Magic Resistance. The aurai has advantage on saving throws against spells and other magical effects.
Air Form. The aurai can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Slam. Melee Weapon Attack: +4 to hit reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Fey Charm. The aurai targets one humanoid or beast that she can see within 30 feet of her. If the target can see the aurai, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the naiad as a trusted friend to be heeded and protected. Although the target isn't under the aurai's control, it takes the aurai's requests or actions in the most favorable way it can.
Each time the aurai or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself with a success. Otherwise, the effect lasts 24 hours or until the aurai dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the aurai's Fey Charm for the next 24 hours.
The aurai can have no more than one humanoid and up to three beasts charmed at a time.
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