Medium Fey, Chaotic Neutral
Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 30 ft., Swim 50 ft., Fly 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
20 (+5)
Skills Perception +3, Persuasion +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The aurae has advantage on saving throws against spells and other magical effects.

Fey Beauty. When a creature that can see the aurae starts its turn within 40 ft. of the aurae, the aurae can force it to make a DC 15 Wisdom saving throw. Failure means that the creature is blinded 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.

Fey Songs. The aurae can sing a magical song. Creatures with less than 12 Charisma have disadvantage on saving throws against these songs

Actions

Multiattack. The aurae sings one song and uses her kiss.

Kiss of Obsession. The aurae kisses a charmed target within 5 feet. The target must make a DC 15 Wisdom saving throw or become obsessed with the aurae. The target will defend her to the death against any of her enemies, even if those enemies are friends. A creature can make another saving throw at the end of its turn to end the effect, but only if it has taken damage that turn.

Song of Charming. Every creature within 300 feet of the aurae that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. While charmed by the aurae, a creature is incapacitated. The charmed creature must move towards the aurae using its full move and the most direct route without moving into damaging terrain. A charmed creature can repeat the saving throw at the end of each of its turns with a success ending the song's effect on it.

Song of Discord. Every creature within 300 feet of the aurae that can hear the song takes 1 psychic damage from a splitting headache. A creature under the slumber effect of the aurae takes 21 (6d6) psychic damage from violent nightmares. This damage does not wake the creature.

Song of Slumber. Every creature within 10 feet of the aurae that can hear the song must make a DC 15 Wisdom saving throw. A failure results in the creature falling asleep. The creature can only be awoken if it takes at least 10 damage or half of its hit points, whichever is less

Description

 

 

Aurea are nymphs associated with the sea and the night sky, currents, breezes, and the constellations. Each aurae claims an island for her home, and she guards it with fearsome devotion. The most territorial of the nymphs, aurae have taken it upon themselves to stem the tide of civilization and do not tolerate mortals on their islands. They are not malicious or cruel, and they always give trespassers fair warning to leave. But if their words go unheeded, they will not hesitate to smite interlopers with all their power.

Aurae sometimes become muses for mortals. These nymphs have an innate fascination with words and language, and thrill in the abilities of poets, storytellers, and lyricists. Some of history’s greatest songs, poems, and tales are thought to have been inspired by aurae.

Like other nymphs, aurae can charm others to fight for them, but they also wield great strength, both physical and magical. In battle, aurae weave fey magic into beautiful songs to lull their opponents to sleep and to inflict psychic harm through vivid nightmares.

Lair and Lair Actions

Nymph Lairs

The lair of a nymph is a beautiful, natural place that reflects her type. For example, dryads make their lairs in the branches and roots of a great tree to which she is bound. Naiads often dwell within underwater caves that can only be reached by swimming beneath a river or lake. Oreads may choose picturesque ruins located high in the mountain that she calls home. When a nymph’s lair contains a connection to the fey, or lies within the fey, she gains access to lair actions.

Lair Actions On initiative count 20 (losing initiative ties), the nymph can take a lair action to cause one of the following magical effects:

• The nymph glimpses the future, so that it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.

• The nymph merges with her surroundings and reappears anywhere in her lair. This ability functions exactly like dimension door except that it requires no components and the range is limited to within the nymph’s lair.

Regional Effects

The region containing a nymph’s lair is warped by the ephemeral nature of the feywild.

• Time passes differently in the lair of the nymph. Every day spent there counts as a month in the mortal world. The nymph can decrease this rate of time passage to a week or increase it to a year.

• Monstrosities, aberrations, fiends, and humanoids with Charisma scores of 8 or less feel extremely uncomfortable in a nymph’s lair. They have disadvantage on all saving throws and ability checks.

Fallenhaze710

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