| Hylas and
the Nymphs, by John William Waterhouse
The different species of nymph are sometimes distinguished according to the different spheres of nature with which they were connected.
Alseids (glens, groves) One of a group of nymphs that preside over mountain vales glens and groves where herds graze. They like to scare travelers, they are attendants of Pan and are often found in the company of Pan and his satyrs Napaeae (mountain valleys, glens)
Oreads (mountains, grottoes)
Oceanids (daughters of Oceanus and Tethys, any water, usually salty)
Nereids (daughters of Nereus, the Mediterranean Sea)
Naiads (usually fresh water)
Limnades or Limnatides (lakes)
Pegaeae (springs) A type of nymph one group of them dwelled in the spring of Pegae, and were responsible for the kidnapping of Hylas.
Wood Nymphs Hamadryads (trees)
Dryads (oak tree)
Meliae (manna-ash tree)
Leuce (white poplar tree)
Epimeliad (apple tree)
"Corycian Nymphs" (Classical Muses)
A nymph is a member of a large class of female nature entities, either bound to a particular location or landform or joining the retinue of a god, such as Dionysus, Hermes, or Pan or a goddess, generally Artemis. Nymphs were the frequent target of lusty satyrs.
Nymphs are personifications of the creative and fostering activities of nature, most often identified with the life-giving outflow of springs.
The home of the nymphs is on mountains and in groves, by springs and rivers, in valleys and cool grottoes. They are frequently associated with the superior divinities: the huntress Artemis; the prophetic Apollo; the reveller and god of wine, Dionysus; and with rustic gods such as Pan and Hermes (as the god of shepherds).
The symbolic marriage with a nymph of a patriarchal leader, often the eponym of a people, is repeated endlessly in Greek origin myths; clearly such a union lent authority to the archaic king and to his line.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, Monstrous Manual
|Hit Dice||6d6+6 (27 hp)|
|Speed||30 ft. (6 squares), Swim 20 ft.|
|Armor Class||17 (+3 Dexterity, +4 deflection), touch 17, flat-footed 14|
|Attack||Dagger +6 melee (1d4/19-20)|
|Full Attack||Dagger +6 melee (1d4/19-20)|
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Blinding beauty, spells, spell-like abilities, stunning glance|
|Special Qualities||Damage reduction 10/cold iron, Low-Light Vision, unearthly grace, wild empathy|
|Saves||Fort +7, Ref +12, Will +12|
|Abilities||Strength 10, Dexterity 17, Constitution 12, Intelligence 16, Wisdom 17, Charisma 19|
||Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Rope Use+3 (+5 with bindings)|
||Combat Casting, Dodge, Weapon Finesse|
|Alignment||Usually chaotic good|
|Advancement||7-12 HD (Medium)|
Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities 1/day-dimension door.
Caster level 7th.
Spells A nymph casts divine spells as a 7th-level druid.
Typical druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0-cure minor wounds, detect magic, flare, guidance, light, resistance;
1st-calm animal, cure light wounds, entangle, longstrider, speak with animals;
2nd-barkskin, heat metal, lesser restoration, tree shape;
3rd- call lightning, cure moderate wounds, protection from energy;
Stunning Glance (Su) As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex) This power works like the druid's wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
|To Main Bestiary||To Greek Monsters|
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