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<title>Moon Nymph</title>
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<h1>Moon Nymph</h1>
<p><em>Medium</em> <em>Aberration</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 110 (20d8+20)</li>
<li><strong>Speed:</strong> fly 40 ft. hover True ft. walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 269</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tr>
<td>5 (-3)</td>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>13 (+1)</td>
<td>15 (+2)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +5, persuasion +6, stealth +6</li>
<li><strong>Damage Immunities:</strong> psychic</li>
<li><strong>Damage Resistances:</strong> necrotic, radiant</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong> -</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Invisibility:</strong> The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.</li>
<li><strong>Magic Resistance:</strong> The moon nymph has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The moon nymph makes two beguiling touch attacks or two moonbeam attacks.</li>
<li><strong>Beguiling Touch:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.</li>
<li><strong>Moonbeam:</strong> Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.</li>
<li><strong>Veil of Nightmares (1/Day):</strong> The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.</li>
</ul>
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