Amphibious. The archnaiad can breathe air and water.
Invisible in Water. The archnaiad is invisible while fully immersed in water.
Magic Resistance. The archnaiad has advantage on saving throws against spells and other magical effects.
Beguiling Presence. the archnaiad is immune to the charmed condition. Additionally, when she is subjected to an attempt to charm her, she uses her reaction to attempt to turn that charm back on the creature. The creature must succeed on a Wisdom saving throw (DC 18) or be charmed by her for 1 minute or until the creature takes any damage.
Spellcasting. The archnaiad is a 20th level spellcaster. Her spellcasting ability is Charisma (save DC 18, +11 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): druidcraft, message, minor illusion, shape water
1st level (4 slots): create or destroy water, cure wounds, entangle, fog cloud, thunderwave,
2nd level (4 slots): blur, detect thoughts, gust of wind, hold person, suggestion,
3rd level (4 slots): counterspell, summon fey, tidal wave, wall of water
4th level (3 slots): control water, hallucinatory terrain, watery sphere
5th level (3 slots): cone of cold, geas, greater restoration
6th level (2 slots): mass suggestion, true seeing
7th level (2 slots): regenerate, whirlwind
8th level (1 slot): tsunami
9th level (1 slot): true resurrection
Gift of the Sea. A creature charmed by the archnaiad has the ability to walk on water, breathe underwater, and a swimming speed equal to their walking speed until the charm ends. The archnaiad can also bestow this gift on a creature, but only for up to one hour.
Wish Granter. An Archnaiad can grants wishes for mortals in exchange for tribute, service, or some other compensation. She may interpret this wish as literally as she wishes and fulfills it according to her interpetation.This functions as the Wish spell with some modifications:
- The Archnaiad cannot alter the course or flow of time
- The Archnaiad cannot harm another Archfey nor defy their will
- The Archnaiad can only act within her power. She cannot kill a creature of a higher challenge rating than herself, for example.
- The Archnaiad can only act on the knowledge she knows
- The Archnaiad cannot make someone fall in love with anyone else
- The Archnaiad cannot and will not sacrifice her domain for the wish to be granted
- The Archnaiad cannot lose her ability to cast Wish
Multiattack. The naiad uses Fey Presence and makes three attacks
Psychic Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) psychic damage.
Water Lash. Ranged Spell Attack: +10 to hit, range 40/100, one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 18). While grappled in this way, the target is also restrained. As a bonus action on her turn, the Archnaiad can reel a restrained creature up to 30 feet towards her, and she can have up to 2 creatures grappled at once in this way.
Fey Presence. Each creature of the Archnaiad's choice that is within 120 feet of the Archnaiad and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened or charmed (Archnaiad's choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Archnaiad's Fey Presence for the next 24 hours.
Summon Aid (1/day). The archnaiad summons reinforcements in the form of 2d4 water elementals or 2d6 naiads. The summoned reinforcements are conjured in 1d4 rounds, act on the same intitiative count as the archnaiad, and obey her every command.
The archnaiad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The archnaiad regains spent legendary actions at the start of her turn.
Spell (costs 1-3 actions). The archnaiad casts a spell of 1st to 3rd level, spending 1 action per spell level.
Psychic Touch. The archnaiad makes 1 psychic touch attack
Water Lash. The archnaiad makes 1 water lash attack
Description
Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature’s might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality.
Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren’t exempt from this curiosity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occasional star-crossed castaway has even been known to become part of such collections.
Nymphs
Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
Archnymphs
Some nymphs can become so suffused with wild magic, be raised by an archfey or Wild Spirit, or otherwise empowered beyond their normal means. These Nymphs become Archfey themselves, and claim a singular body of water as their domain.
To and Fro. A secret closely guarded by nymphs are the use of Archnaiad's lairs as portals into the Feywild. As the Feywild mirrors the Prime Material, an Archnaiad's domain allows it to traverse between the planes as desired. Consequently, any other creature can use the pool of water as a portal to the Feywild as well.
Lair and Lair Actions
An Archnaiad's Lair
An archnaiad chooses a body of water it has attended to and guarded for her entire life such as a river or a lake. Upon becoming an Archnaiad, the body of water becomes her lair, and consequently a portal to the Feywild. Such lairs may be home to other naiads or similar aquatic fey. These beings do not regard the lair as their home and possess great respect for the Archnaiad.
An Archnaiad encountered in her lair has a challenege rating of 17 (18,000 XP)
Lair Actions
On initiative count 20 (losing initiative ties), the archnaiad can take a lair action to cause one of the following magical effects, but can’t use the same effect two rounds in a row:
- Caverns, tunnels, and pools of water within 120 feet of the archnaiad become clear and attract nearby wildlife.
- The archnaiad conjures a 15-foot cube of water that fills an unoccupied space she can see within 30 feet of herself, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 18 Strength saving throw or be knocked prone by it and pushed 15 feet along its course.
- The archanaid can force all creatures within 60 feet of herself that are in within any body of water (even a puddle) to make a Strength saving throw (save DC 18). On a failed save, each creature is restrained as they are slowly weighed down 20 and begin drowning. If a creature is underwater when this action is used, they must make a Constitution saving throw instead, losing 1d3 minutes of air in the process. A creature can repeat the Strength save at the end of each of its turns, ending the effect on a success.
Regional Effects
The region surrounding an Archnaiad's lair is warped by the creature’s fey presence, creating any of the following effects:
- There’s a noticeable increase in the populations of fish, crustaceans, and other aquatic life befitting a salt or fresh water area
- The water of an archnaiad's lair can sustain a creature for up to 24 hours with a single drink. Such water is clear, refreshing, and pure.
- The archnaiad can alter the appearance of her domain as she sees fit. She can make the water appear murky, tainted, or a different color altogether. She can also create illusions of creatures and objects as she wishes. These illusions act as if she had cast the silent image spell, and there can be as many or as little as the archnaiad desires
- Plantlife for up to 500 feet around the body of water appear lush and healthy, blessed by the magic of the Archnaiad. Such greenery acts as magical difficult terrain for anyone with foul intentions towards the Archnaiad, the lair, or both.
If the Archnaiad is killed, these effects end after 2d6 days.
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Posted Feb 17, 2022Thank you for making this, I love this monster as both an npc in my game!