Nymph: Water
Species: Mynph. Breed: Water. Class: Enchanted (Mammal). Align: Good. Gender: Female.
Level: 11 + 1-D20. Damage-Points: 2-D8 x level.
Number encountered: 1 There will be a 10% chance of encountering 1-D8 +1 Water Nymphs.
Experience-Points: 40 x level.
Characteristics:
Awareness: Hearing: 28, Sense of Smell: 28, Sixth Sense: 18, Taste: 24, Touch: 22, Vision: 28,
Charisma -: Appearance: See: "Discription". Speech: 28, Constitution: 40, Coordination: 30, Dexterity: 30, Intelligence: 20, Mental-Strength: 33, Strength: 16, Wisdom: 20.
Movement:
Flying: Can't.
Grounded: 12.
Swimming: 36.
Luck: 1-D6 per level.
Oxygen-Points: 99. This creature can breath both air and water.
Blood-Points: 120.
Attacks:
R-15 Water Staff - : 3
Damage ------------- : Physical staff damage: 6-D12 (+ 1-D12 per 3 levels advanced).
Suffocation from staff's enchantment: 1-D4 (+ 1-D4 per 2 levels advanced) oxygen-point loss per successful strike. There is no avoidanceroll for the oxygen-point loss effects of this weapon, except to Block, Dodge, or Parry the strike. Note: When oxygen-points of an enemy reach 0, the targeted will faint, remaining unconscious until 50% of its oxygen-points return. This staff's ability will not bring a creature down below 0 oxygen-points.
Range -------- : 2 spaces (10').
Attack type - : Blunt.
Special ------- : See: Water Mastery in the "Special Abilities".
Defense: 30. Offense: 30.
Treasure: %Roll needed to have money and treasure:
41+ to have 1-D4 treasure checks.
Begin rolling on the UnCommon chart.
Check each creature for treasure.
This creature will know and use all the items it possesses.
Description:
Annihilation Strike?: Yes. Sudden Death Strike?: Yes.
Description: Eye color: Light-blue. Eye shape: Medium-sized and slanted (similar to the Aldarian elf, though much more beautiful). Hair color: Translucent, as Nymph's skin color. Height: 5'-5". Posture: Biped. Skin color: Translucent, like a clear spring of water. Skin texture: Water makes up the body chemistry of the Water Nymph, though these creatures are as physical, similar to a Human. Weight: 115 lbs.
This creature appears to be a beautiful female humanoid.
Dislikes ----- : Desert heat and regions with little or no precipitation.
Disposition - : Water Nymphs are very shy and playful creatures. They will swim around and play with any creature that comes into the water, though with caution at first. If trust can be gained, the Water Nymph will let the creature into her life, sharing secrets, fears, hopes and dreams (as any person does). Breaking the trust of this creature is nigh impossible to make right, and they can be terrible adversaries.
Fears -------- : Losing the ability to be near a permanent water source, which is the source of life for this creature. See: "Susceptibilities".
Habitat ------ : This beautiful creature can be encountered in many regions, but will always be found in, or near, permanent water sources. See: "Susceptibilities".
Immunities - : Water-based abilities and spells, Beguile, Charm (this creature is susceptible to the natural charm of another (i.e., love, charisma, kindness, etc.). It is also immune to Gases, Nature (water based nature only), Sickness, Water (this creature cannot be harmed by any form of water, for water is its natural ally).
Life-span --- : Lesser Immortal. Even though this creature is created by an enchanted water source, and comes into being in her prime, and will never die, she can become diseased, or slain.
Likes -------- : Water.
Needs ------- : This creature needs to be in contact with water at least 1 / moon (30 days). See: "Susceptibilities".
Note --------- : Even though this creature is an enchanted mammal, it is created mystically from a permanent enchanted water source, coming to life to follow its own destiny. Being a mammal, this creature can fall in love with another and begin a family, as does any race. If this creature shares its life with an Aldarian Elf, its offspring will be half Water Nymph, half Aldarian Elf. The G.M. must rule on this (i.e., what abilities will be retained, enhanced, mixed, how long offspring will live, etc.).
Special Abilities:
Breath of Life: With a simple touch, Water Nymphs can give oxygen to a non-water breathing creature that will last for 72 hours. Just as the Water Nymph is immune to the cold chill of the sea, and the intense pressure of the deep, a creature under the effect of Breath of Life will also be immune.
Inspiration: The Water Nymph can detect an evil and UnHoly influence within 28 spaces
(140') if such an influence would effect her directly. The exact location cannot be pinpointed by the Water Nymph,
but a dread will fill her heart, thus warning her of impending danger. To detect an evil or unHoly influence, the Water Nymph must roll a successful "Awareness Check (Sixth Sense)". Sixth Sense = the % chance for success.
Water Mastery: The Water Nymph is endowed with the ability to naturally cast the following spells as abilities (+1 random water spell, the best of 3 rolls). These can be invoked 3 times per 24 hours (invoking is done in 1 turn (5 seconds):
"Elemental Strike (Water)"
"Water Rune"
Note:
Water-based spells listed above, as well as the 1 random spell rolled for each Water Nymph, are considered as abilities for the Water Nymph (even though reference is given in the spells sections for the spell rulings).
Special Defenses:
This creature has the following resistances:
Ability: 30% This is only for abilities which invoke a power upon the Water Nymph, not abilities taht a
warrior, or like class, would use to inflict physical damage, or subdue, etc.
Control PET or STEED: 70% Note: If the Water Nymph has become a companion and friend to any pet or steed, that pet or steed will trust her much more than normal, thus remaining in control in difficult situations. If this ability to retain the control of a pet or steed fails, she will have a second chance to do so by making a successful avoidanceroll vs. "Control Pet or Steed".
Disease: 50%
Enchantment: 30%
Faith: 30%
Magic: 30%
Manipulation (Mental): 30%
Mental-Attack: 30%
Mind Alteration: 30%
Petrification: 30%
Special Offenses:
See: "Special Abilities". See also the "Attack Descriptions" for the special abilities of the R-15 Water Staff this creature wields.
Susceptibilities and Weaknesses: If the Water Nymph does not submerse herself within water at least 1 time per moon (30 days), she will begin to die, losing damage-points at a rate of 1 per 24 hours until death occurs.
Weapon Susceptibilities : Rank-0 (or better) enchanted weapon to harm.