NymphCR 7

Usually CG Medium Fey

Init +3; Senses low-light vision; Listen +12, Spot +12

Languages Common, Sylvan; wild empathy

AC 17, touch 17, flat-footed 14; Dodge
(+3 Dex, +4 deflection)

hp 27 (6 HD); DR 10/cold iron

Fort +7, Ref +12, Will +12

Speed 30 ft., swim 20 ft.

Melee Dagger +6 (1d4/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +3

Atk Options stunning glance

Spell-like Abilities (CL 7):

1/day—dimension door

Typical druid Spells Prepared (CL 7):

0—cure minor wounds, detect magic, flare, guidance, light, resistance

1—calm animal, cure light wounds, entangle, longstrider, speak with animals

2—barkskin, heat metal, lesser restoration, tree shape

3—call lightning, cure moderate wounds, protection from energy

4—rusting grasp

Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

SQ unearthly grace

Feats Combat Casting, Dodge, Weapon Finesse

Skills 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, Use Rope +3 (+5 with bindings)

Advancement 7-12 HD (Medium)

Level adjustment +7

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.

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.