Moon Nymph

Medium Aberration, chaotic neutral

Armor Class 13

Hit Points 110 (20d8+20)

Speed fly +40, walk +0, hover true

Challenge 8

STR
5
-3
DEX
17
+3
CON
12
+1
INT
13
+1
WIS
15
+2
CHA
17
+3

Skills stealth +6, perception +5, persuasion +6

Damage Resistances necrotic, radiant

Damage Immunities psychic

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.

Source: Creature Codex · OGL/Open