# Moon Nymph *Medium* *Aberration* *chaotic neutral* - **Armor Class:** 13 - **Hit Points:** 110 (20d8+20) - **Speed:** fly 40 ft. hover True ft. walk 0 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** Creature Codex, page 269 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 5 (-3) | 17 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | 17 (+3) | - **Skills:** perception +5, persuasion +6, stealth +6 - **Damage Immunities:** psychic - **Damage Resistances:** necrotic, radiant - **Senses:** darkvision 60 ft., passive Perception 15 - **Languages:** - ### Special Abilities - **Invisibility:** The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light. - **Magic Resistance:** The moon nymph has advantage on saving throws against spells and other magical effects. ### Actions - **Multiattack:** The moon nymph makes two beguiling touch attacks or two moonbeam attacks. - **Beguiling Touch:** 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. - **Moonbeam:** 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. - **Veil of Nightmares (1/Day):** 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.