Moon Nymph (4e Monster)

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Author: Xeadin (talk)
Date Created: 2-15-11
Status: Complete
Editing: Clarity edits only please
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Moon Nymph[edit]

None

Sly fey that roam in the dark hours of the night. They lie in seclusion and only come out when the eye does not see. They are fairly simple creatures-- docile, charming, and protective. Their alluring figure provides a sense of emotional challenge to mortal onlookers that happen to stumble upon their domain. When won over, the mortal is said to have been drained of his life force-- as a reminder that they must not look straight into the eye of the moon.


Moon Nymphs (Heroic-Tier)[edit]

These Moon Nymphs are for use with Heroic-tier gameplay

Moon Nymph Seeker[edit]

Moon Nymph Seeker
Level 3 Skirmisher
Medium Fey Humanoid (Human)
XP 150
Initiative +6 Senses Perception +9; Low-light vision
Moon's Radiance (Radiant) aura 3; Each creature in aura gains vulnerability to Radiant damage equal to their healing surge value.
HP 47; Bloodied 23
AC 17; Fortitude 15, Reflex 16, Will 17
Resist 5 Radiant
Saving Throws +2 against charm
Speed 6 (Forest Walk)
BasicMelee.png Fey Touch (standard; at-will) ♦ Charm
+6 vs. Will; 1d6 +3 damage, and the target is weakened until the start of the seeker's next turn.
Ranged.png Gentle Prayer (standard; at-will)
+6 vs. Fortitude; Ranged 5; 1d10 +3 damage, and the target loses a healing surge.
Close.png Eye of the Moon (standard; encounter) ♦ Charm, Radiant
+4 vs. Will; Close Burst 3; 3d6 +3 Radiant damage, and the target is dazed (save ends).
Gentle Touch (immediate interrupt, when the seeker would be hit by an opportunity attack; encounter)
The seeker takes no damage and shifts an additional square. In addition, the attacker takes a -2 penalty to attack rolls against the seeker until the end of the encounter.
Soul of the Moon
Enemies treat the seeker as if it were concealed when using ranged attacks.
Ranged.png Tempting Voice (minor) ♦ Charm
+6 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the seeker.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +9; Diplomacy +10; Insight +9; Intimidate +10; Perception +9; Stealth +9
Str 11 (+1) Dex 17 (+4) Wis 16 (+4)
Con 15 (+3) Int 14 (+3) Cha 19 (+5)

Moon Nymph Seeker Tactics[edit]

The Seeker is the most commonly encountered nymph, and the one that is told by local folklore. They are frail creatures with alluring antics and will defend their sanctuary from merciless intruders. They are wary of the merciful, but will generally not attack unless harmed.


Moon Nymph Guide[edit]

Moon Nymph Guide
Level 4 Elite Controller (Leader)
Medium Fey Humanoid (Elf)
XP 350
Initiative +6 Senses Perception +10; Low-light vision
Aura of the Moon (Charm) aura 4; Any enemy caught within the aura shift one square closer or further away from the guide. If the enemy is adjacent to the guide and they are forced to move, they are instead weakened until they exit the aura.
HP 140; Bloodied 70
AC 20; Fortitude 18, Reflex 18, Will 21
Resist 5 Radiant, Necrotic
Saving Throws +2 (+5 against Charm)
Speed 6 (Forest Walk)
Action Points 1
BasicMelee.png Fey Touch (standard; at-will) ♦ Charm, Radiant
+8 vs. Will; 1d8 +4 Radiant damage, and the target takes a -2 penalty to all fey creatures until the end of the guide's next turn.
Melee.png Kiss of the Moon (standard; at-will) ♦ Charm
+9 vs. AC; On a hit, the guide makes a secondary attack against to target. Secondary Attack +8 vs. Will; The target cannot attack the guide, and if the target is adjacent to the guide when it is targeted by a melee or ranged attack, the target interposes itself and becomes the target of the attack instead. The effect ends when the guide or any of its allies attacks the target or until the guide dies.

If the target is still under the effect of this power at the end of the encounter, the guide can sustain the effect indefinitely by kissing the target once per day. The guide can only affect one target per day with Kiss of the Moon.

Ranged.png Pleasant Voice (standard; at-will) ♦ Charm
+8 vs. Will; Ranged 5; 1d10 +4 damage, and the target is pulled half its speed and knocked prone.
Close.png Eye of the Moon (standard; recharge when bloodied; encounter) ♦ Charm, Radiant
+6 vs. Will; Close Burst 4; 3d6 +4 Radiant damage, and the target is dazed (save ends).
Area.png Radiance of the Moon (standard; wncounter) ♦ Charm, Radiant
+6 vs. Will; Area Burst 3; 3d10 +4 Radiant damage, and the target is stunned until the end of the guide's next turn. Aftereffect: The target takes a -2 penalty to attack rolls against the guide.
Gentle Touch (immediate interrupt, when the guide would be hit by an opportunity attack; 1/ round)
The seeker takes no damage and shifts an additional square. In addition, the attacker takes a -2 penalty to attack rolls against the seeker until the end of its next turn.
Soul of the Moon
Enemies treat the guide as if it were concealed when using ranged attacks.
Ranged.png Tempting Voice (minor) ♦ Charm
+8 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the guide.
Alignment Unaligned Languages Common, Elven
Skills Arcana +9; Acrobatics +11; Diplomacy +12; Insight +10; Intimidate +12; Perception +10; Stealth +11
Str 11 (+2) Dex 18 (+6) Wis 17 (+5)
Con 15 (+4) Int 15 (+4) Cha 20 (+7)

Moon Nymph Guide Tactics[edit]

The Guide is a nymph that will attempt to take control of a mortal being of worth or that fancies its eyes or soul. With witty intimidation and cunning choice of words, the nymph may win over the mind of its intended target. Like the seeker, they are extremely defensive and are cautious around merciless figure donned in armor.


Moon Nymph Stalker[edit]

Moon Nymph Stalker
Level 6 Lurker
Medium Fey Humanoid (Eladrin)
XP 250
Initiative +11 Senses Perception +; Low-light vision
Moon's Guidance (Illusion) aura 4; Each enemy within aura treats the stalker as if it had cover when using ranged attacks against it.
HP 58; Bloodied 29
AC 20; Fortitude 18, Reflex 19, Will 20
Resist 5 Radiant, Necrotic
Saving Throws +5 against charm
Speed 7 (Forest Walk)
BasicMelee.png Fey Touch (standard; at-will) ♦ Charm
+6 vs. Will; 1d6 +3 damage, and the target is weakened until the start of the stalker's next turn.
Ranged.png Gentle Prayer (standard; at-will)
+6 vs. Fortitude; Ranged 5; 1d10 +3 damage, and the target loses a healing surge.
Close.png Eye of the Moon (standard; recharge when bloodied; encounter) ♦ Charm, Radiant
+4 vs. Will; Close Burst 3; 3d6 +3 Radiant damage, and the target is dazed (save ends).
Close.png Radiant Hearth (standard; encounter) ♦ Charm, Radiant
+4 vs. Will; Close Burst 5; one creature in burst; 3d6 +3 Radiant damage, and the target pulled to a square adjacent to the stalker and is knocked prone. In addition, the target is dazed (save ends). First failed save: The target is dominated until the end of the encounter or until the stalker dies. While dominated, the target and the stalker gains Resist 5 to all damage.
Gentle Touch (immediate interrupt, when the stalker would be hit by an opportunity attack; 1/ round)
The stalker takes no damage and shifts an additional square. In addition, the attacker takes a -2 penalty to attack rolls against the stalker until the end of its next turn.
Stride of the Moon (Move, must not grant combat advantage)
The stalker can shift half its speed, and gain a +1 bonus to all defenses until the start of its next turn.
Ranged.png Tempting Voice (minor) ♦ Charm
+6 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the stalker.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +12; Diplomacy +13; Insight +12; Intimidate +13; Perception +12; Stealth +12
Str 12 (+4) Dex 19 (+7) Wis 18 (+7)
Con 16 (+6) Int 14 (+5) Cha 20 (+8)

Moon Nymph Stalker Tactics[edit]

A Stalker will actually attempt to get close and kidnap a mortal it fancies-- lest it resists and fights back. This nymph is more of a physical challenge to get away from, since it stalks like a ghost, going after whomever it intends to be with-- no matter how he behaves. But in other instances, they will defend themselves and run for cover to escape harm.


Moon Nymphs (Heroic/ Paragon-Tier)[edit]

These moon nymphs are for use with Heroic and/ or Paragon-tier gameplay.

Moon Nymph Soothsayer[edit]

Moon Nymph Soothsayer
Level 8 Controller
Medium Fey Humanoid (Elf)
XP 350
Initiative +8 Senses Perception +12; Low-light vision
Soothing Aura (Healing) aura 2; Whenever the soothsayer causes an enemy to lose a healing surge, all allies within the aura regain a number of hit points equal to the target's healing surge value.
HP 90; Bloodied 45
AC 22; Fortitude 19, Reflex 20, Will 21
Resist 5 Radiant
Saving Throws +2 against charm
Speed 7 (Forest Walk)
BasicMelee.png Fey Touch (standard; at-will) ♦ Charm
+12 vs. Will; 1d8 +5 damage, and the target is weakened until the start of the soothsayer's next turn.
Ranged.png Soothsayer's Prayer (standard; recharge D6 (5).gif D6 (6).gif; at-will)
+12 vs. Fortitude; Ranged 10; 2d6 +4 damage, and the target loses a healing surge.
Close.png Prophet's Word (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+10 vs. Will; Close Burst 3; 3d8 +5 Radiant damage, and the target is dazed and cannot benefit from combat advantage until the end of the soothsayer's next turn. In addition, one or two allies within the burst can shift half their speed.
Gentle Touch (immediate interrupt, when the soothsayer would be hit by an opportunity attack; 1/ round)
The soothsayer takes no damage and shifts an additional square. In addition, the attacker takes a -2 penalty to attack rolls against the soothsayer until the end of its next turn.
Soul of the Moon
Enemies treat the soothsayer as if it were concealed when using ranged attacks.
Ranged.png Tempting Voice (minor) ♦ Charm
+12 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the soothsayer.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +13; Diplomacy +14; Insight +12; Intimidate +14; Perception +12; Stealth +13
Str 11 (+4) Dex 18 (+8) Wis 17 (+7)
Con 16 (+7) Int 14 (+6) Cha 21 (+9)

Moon Nymph Soothsayer Tactics[edit]

Using their words as their defense, soothsayer nymphs spell their foe's prophecies before them-- whether it be the prophecy that one falls under their grasps or one falls to their doom. They are manipulative creatures, defending themselves and their allies from impending harm.


Moon Nymph Soulhealer[edit]

Moon Nymph Soulhealer
Level 11 Elite Lurker (Leader)
Medium Fey Humanoid (Eladrin)
XP 1,200
Initiative +14 Senses Perception +13; Low-light vision
Healing Soul (Radiant) aura 3; When the soulhealer uses Spirit's Eye, it gains an extra 2 points to its resistance and all enemies within burst takes ongoing 5 Radiant damage (save ends).
HP 176; Bloodied 88
AC 27; Fortitude 22, Reflex 24, Will 23
Resist 10 Radiant
Saving Throws +2 (+5 against charm)
Speed 7 (Forest Walk)
Action Points 1
BasicMelee.png Soulhealer's Touch (standard; at-will) ♦ Charm
+14 vs. Will; 1d8 +5 damage, and the target takes a -2 penalty to all defenses until the end of the soulhealer's next turn.
Ranged.png Gentle Prayer (standard; at-will)
+14 vs. Fortitude; Ranged 5; 2d6 +4 damage, and the target loses a healing surge.
Close.png Soul Mending Aurora (standard; recharge D6 (5).gif D6 (6).gif; encounter) ♦ Charm, Healing, Radiant
+12 vs. Will; Close Burst 4; 3d8 +5 Radiant damage, and the target is dazed (save ends). In addition, all allies within burst regains 2d6 hit points.
Area.png Spirit's Eye (standard; encounter) ♦ Charm, Healing, Radiant
+12 vs. Fortitude; Area Burst 3; 4d8 +5 Radiant damage, and the target loses a healing surge and cannot spend any more until the end of the encounter. In addition, all allies in burst regains 3d6 hit points.
Gentle Touch (immediate interrupt, when the soulhealer would be hit by an opportunity attack; 1/ round) ♦ Radiant
The soulhealer takes no damage and shifts an additional square. In addition, the attacker takes 2d6 Radiant damage each time it hits the soulhealer until the end of its next turn.
Soul of the Moon
Enemies treat the soulhealer as if it were concealed when using ranged attacks.
Ranged.png Tempting Voice (minor) ♦ Charm
+14 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the soulhealer.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +15; Diplomacy +16; Insight +13; Intimidate +16; Perception +13; Stealth +15
Str 12 (+6) Dex 20 (+10) Wis 18 (+9)
Con 16 (+8) Int 15 (+7) Cha 22 (+11)

Moon Nymph Soulhealer Tactics[edit]

Using their prayers of divine healing, soulhealers repair the souls of their allies and take pieces of their adversaries' souls away. Manipulating these pieces, they can bestow their allies with words of blessing or of cursing-- affecting creatures differently.


Moon Nymph Soulblade[edit]

Moon Nymph Soulblade
Level 14 Soldier
Medium Fey Humanoid (Human)
XP 1,000
Initiative +14 Senses Perception +16; Low-light vision
Dancing Blades (Radiant) aura 1; Any enemy adjacent to the soulblade at the start of its turn takes 2d6 Radiant damage-- enemies adjacent to the aura takes half this damage (min 1).
HP 138; Bloodied 69
AC 30; Fortitude 23, Reflex 24, Will 24
Resist 10 Radiant
Saving Throws +5 against charm
Speed 6 (Forest Walk)
BasicMelee.png Fey Blade (standard; at-will) ♦ Radiant, Weapon
+21 vs. AC; 1d10 +6 damage plus 1d8 Radiant damage, and the target is marked until the end of the soulblade's next turn.
Ranged.png Gentle Prayer (standard; at-will) ♦ Healing
+19 vs. Fortitude; Ranged 10; 2d6 +6 damage, and the target loses a healing surge. In addition, the soulblade and one ally either adjacent to it or the target regains 1d10 hit points.
Melee.png Blade of a Thousand Songs (standard; recharge D6 (5).gif D6 (6).gif; encounter) ♦ Radiant, Weapon
+17 vs. Reflex; each enemy adjacent to the soulblade; 3d8 +5 Radiant damage, and the target is weakened (save ends).
Area.png Feyblade Aurora (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+17 vs. Fortitude; Area Burst 3; 3d10 +6 Radiant damage, and the target is dazed and takes ongoing 2d6 Radiant damage (save ends both).
Gentle Touch (immediate interrupt, when the soulblade would be hit by an opportunity attack; 1/ round) ♦ Radiant
The soulhealer takes no damage and makes a melee basic attack against the attacker. If the attack hits, the soulblade shifts 1 square, and the target suffers a -2 penalty to all defenses until the end of the soulblade's next turn.
Soul of the Moon
Enemies treat the soulblade as if it were concealed when using ranged attacks.
Ranged.png Tempting Voice (minor) ♦ Charm
+14 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the soulblade.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +17; Diplomacy +17; Insight +16; Intimidate +17; Perception +16; Stealth +17
Str 14 (+9) Dex 20 (+12) Wis 18 (+11)
Con 18 (+11) Int 16 (+10) Cha 21 (+12)
Equipment Radiant Broadsword, Leather Armor

Moon Nymph Soulblade Tactics[edit]

Soulblades are the defenders of their own kind-- bringing with them a dance of whirling silver energy and allowing their allies to get close enough to bring an adversary to its knees. Soulblades can either be merciful or merciless, depending on how they behave towards their enemies.


Moon Nymphs (Paragon/ Epic-Tier)[edit]

These moon nymphs are for use with Paragon and/ or Epic-tier gameplay.

Moon Nymph Lunar Acolyte[edit]

Moon Nymph Lunar Acolyte
Level 16 Skirmisher
Medium Fey Humanoid (Elf)
XP 1,400
Initiative +15 Senses Perception +17; Low-light vision
Lunar Aura aura 2; Each enemy caught within the aura at the start of the acolyte's turn takes a -1 penalty to all attacks against it.
HP 152; Bloodied 76
AC 30; Fortitude 23, Reflex 25, Will 26
Resist 10 Radiant
Saving Throws +2 against charm
Speed 7 (Forest Walk)
BasicMelee.png Fey Touch (standard; at-will) ♦ Charm
+19 vs. Will; 2d6 +4 damage
Ranged.png Brand of Protection (standard; recharge D6 (5).gif D6 (6).gif ; at-will) ♦ Charm
+19 vs. Fortitude; Ranged 10; 1d10 +7 damage, and the target is dazed until the end of the acolyte's next turn. One ally within 5 squares of the target gains a +1 bonus to defenses against the target's attacks.
Close.png Mark of the Moon (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+17 vs. Fortitude; Close Burst 3; 3d10 +6 Radiant damage, and the target is dazed (save ends)/ While dazed, all the acolyte's allies are treated as if they have cover from the target.
Close.png Whispering Moon (standard; encounter) ♦ Charm, Radiant
+17 vs. Fortitude; Close Burst 4; 4d10 +7 Radiant damage, and the target cannot benefit from combat advantage until the end of the encounter.
Gentle Touch (immediate interrupt, when the lunar acolyte would be hit by an opportunity attack; 1/ round)
The acolyte takes no damage and shifts an additional square. In addition, the attacker takes a -2 penalty to attack rolls against the acolyte until the end of its next turn.
Soul of the Moon
Enemies treat the lunar acolyte as if it were concealed when using ranged attacks.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +18; Diplomacy +19; Insight +17; Intimidate +19; Perception +17; Stealth +18
Str 12 (+9) Dex 21 (+13) Wis 18 (+12)
Con 16 (+11) Int 16 (+11) Cha 23 (+14)

Moon Nymph Lunar Acolyte Tactics[edit]

Lunar acolytes are the lesser guardians of many natural nymph enclaves, including water holes that serve as entrances to kingdoms and secluded sanctuaries. They are basically the lesser defenders of their lands, and they will question those who come near and curse those who intend to do harm.


Moon Nymph Lunar Guardian[edit]

Moon Nymph Lunar Guardian
Level 17 Elite Skirmisher
Medium Fey Humanoid (Eladrin)
XP 3,200
Initiative +15 Senses Perception +16; Low-light vision
Lunar Aura aura 2; Each enemy caught within the aura at the start of the guardian's turn takes a -2 penalty to all attacks against it.
HP 360; Bloodied 180
AC 33; Fortitude 26, Reflex 27, Will 26
Resist 10 Radiant
Saving Throws +2 (+5 against charm)
Speed 6 (Forest Walk)
Action Points 1
BasicMelee.png Fey Blade (standard; at-will) ♦ Radiant, Weapon
+22 vs. AC; 1d10 +7 damage, plus 2d6 Radiant damage
Melee.png Blade of the Seven Moons (standard; at-will) ♦ Radiant, Weapon
+20 vs. Will; 2d8 +5 Radiant damage, and the target is marked until the end of the guardian's next turn.
Ranged.png Guardian's Prayer (standard; at-will)
+20 vs. Fortitude; Ranged 10; 2d6 +4 damage, and the target gains Vulnerable 5 to Radiant damage until the start of its next turn.
Close.png Blade of the Red Moon (standard; recharge D6 (5).gif D6 (6).gif; at-will) ♦ Charm, Radiant, Weapon
+20 vs. Reflex; each adjacent enemy; 3d8 +7 Radiant damage, and the target loses a healing surge. For each enemy that loses a healing surge as a result of this attack, the guardian gains a +1 cumulative bonus to all defenses until the power recharges. If the guardian is bloodied, this bonus also applies to its attack rolls.
Area.png Wrathful Blade of the Fey Spirits (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+18 vs. Fortitude; Area Burst 2; 4d10 +7 Radiant damage, and the target is dazed and cannot spend any action points until the end of its next turn.
Close.png Commanding Voice (minor; rechargeD6 (5).gif D6 (6).gif; encounter)
Close Burst 5; Each ally in the burst can shift 2 squares in any direction.
Defensive Riposte (immediate interrupt, when the lunar guardian would be hit by an opportunity attack; 1/ round)
The soothsayer takes no damage and makes a melee basic attack. If the attack hits, the attack deals +4d6 Radiant damage instead of +2d6 damage.
Eladrin Elegance (immediate interrupt; an adjacent fey ally is hit by an attack)
Both the guardian and the ally that was hit gain a +1 bonus to all defenses until the guardian is no longer adjacent to the ally. This bonus cannot be applied more than once.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +18; Diplomacy +19; Insight +16; Intimidate +19; Perception +16; Stealth +18
Str 15 (+10) Dex 20 (+13) Wis 17 (+11)
Con 18 (+12) Int 16 (+11) Cha 22 (+14)
Equipment Radiant Broadsword, Eladrin Chain Armor

Moon Nymph Lunar Guardian Tactics[edit]

Using their skills with the sword, lunar guardians are the defenders of the mysterious kingdoms as they utilize the power of the moon to influence both their allies and enemies. At their best, they are valiant warriors of the rising moon; at their worst, they are nothing more than just elegant fey creatures in shining armor and razor-sharp blades.


Moon Nymph Lunar Sorcerer[edit]

Moon Nymph Lunar Sorcerer
Level 20 Elite Controller (Leader)
Medium Fey Humanoid (Elf)
XP 5,600
Initiative +15 Senses Perception +19; Low-light vision
Sorcerous Touch (Radiant) aura 1; Each enemy caught within the aura at the start of the sorcerer's turn takes 1d12 Radiant damage.
HP 404; Bloodied 202
AC 36; Fortitude 27, Reflex 27, Will 30
Resist 10 Radiant, one other keyword
Saving Throws +2 (+5 against charm & ongoing damage)
Speed 7 (Forest Walk)
BasicMelee.png Moonfury Staff (standard; at-will) ♦ Charm, Weapon
+24 vs. Fortitude; 2d6 +7 damage, and the target is weakened until the start of the sorcerer's next turn.
Ranged.png Sorcerous Mark (standard; recharge D6 (5).gif D6 (6).gif; at-will) ♦ Charm
+24 vs. Will; Ranged 10; 3d6 +7 damage, and the target cannot regain hit points until the end of the sorcerer's next turn.
Close.png Divine Sanction (standard; recharge D6 (5).gif D6 (6).gif; encounter) ♦ Charm, Radiant
+22 vs. Fortitude; Close Burst 4; 4d8 +7 Radiant damage, and the target is immobilized until the end of the sorcerer's next turn. In addition, each ally within the burst deals an additional 1d10 Radiant damage to all attacks until the power recharges or until the sorcerer is bloodied or reduced to 0 or fewer hit points.
Close.png Moonfury Staff Recoil (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+22 vs. Will; Close Burst 3; 4d10 +7 Radiant damage, and the target gains Vulnerable 10 to Radiant damage (save ends)
Area.png Moon's Spectrum (standard; encounter) ♦ Charm, Radiant
+22 vs. Fortitude; Area Burst 2; 4d12 +7 Radiant damage, plus ongoing 10 Radiant damage and one other type, and the sorcerer can make a secondary attack against one target within the burst.

Secondary Attack: +24 vs. Will; the target no longer takes the ongoing damage and is dominated (save ends) and loses a healing surge.

Mystic's Touch (immediate interrupt, when the sorcerer would be hit by an opportunity attack; 1/ round)
The soothsayer takes no damage and the attacker loses a healing surge. The sorcerer can choose to shift 2 squares or make a basic attack against the attacker. If it hits with an attack, the target suffers a -2 penalty to all defenses until the end of the sorcerer's next turn.
Soul of the Moon
Enemies treat the soothsayer as if it were concealed when using ranged attacks.
Ranged.png Sorcerous Voice (minor) ♦ Charm
+24 vs. Will; Ranged 10; The target is forced to move either half its speed closer or further away from the sorcerer.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +20; Diplomacy +21; Insight +19; Intimidate +21; Perception +19; Stealth +20
Str 13 (+11) Dex 21 (+15) Wis 19 (+14)
Con 17 (+13) Int 18 (+14) Cha 23 (+16)
Equipment Moonfury Staff, Leather Armor

Moon Nymph Lunar Sorcerer Tactics[edit]

With grasping words and undiluted vengeance, lunar sorcerers are fey mystics that divide the natural world from their own by creating a barrier of mishaps between themselves and their adversaries. Whether threatening or not, sorcerers are wary over all non-fey creatures.


Moon Nymph -- Luna, Moon Spirit[edit]

Luna, Moon Spirit
Level 22 Solo Controller (Leader)
Medium Fey Humanoid (Elf)
XP 20,750
Initiative +17 Senses Perception +20; Low-light vision
Luna's Dance (Healing) aura 4; When Luna uses Moon's Radiance, all allies within the aura regains 3d10 hit points. If an adjacent enemy is dominated, the effect lasts until the end of the encounter.
HP 808; Bloodied 404
AC 40; Fortitude 31, Reflex 31, Will 32
Resist 15 Radiant
Saving Throws +5 (+7 against charm)
Speed 8 (Forest Walk)
BasicMelee.png Fey Touch (standard; at-will) ♦ Charm
+26 vs. Will; 2d6 +8 damage, and the target is weakened until the start of the Luna's next turn
Ranged.png Luna's Prayer (standard; recharge D6 (4).gif D6 (5).gif D6 (6).gif; at-will)
+26 vs. Fortitude; Ranged 10; 3d6 +8 damage, and the target loses a healing surge.
Close.png Celestia's Word (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+24 vs. Will; Close Burst 3; 4d8 +8 Radiant damage, and the target is dazed and cannot benefit from combat advantage until the end of Luna's next turn. In addition, each ally within the burst can shift half their speed.
Area.png Moon's Radiance (standard; encounter) ♦ Charm, Radiant
+24 vs. Fortitude; Ranged 10; 5d10 +8 Radiant damage, and the target suffers a -2 penalty to all defenses, and cannot spend any more healing surges until the end of the encounter. Miss: Half damage, and the target suffers a -1 penalty to all defenses (save ends) and loses a healing surge.
Graceful Dodge (immediate interrupt, when Luna would be hit by an opportunity attack; 1/ round)
Luna takes no damage and shifts an additional square. In addition, the attacker suffers a -2 penalty to attack rolls against her until the end of her next turn.
Luna's Smattering
If Luna takes a healing surge from an adjacent target, that target is also dominated (save ends).
Soul of the Moon
Enemies treat Luna as if she were concealed when using ranged attacks.
Ranged.png Tempting Voice (minor) ♦ Charm
+26 vs. Will; Ranged 10; The target is forced to move either half its speed closer or further away from Luna.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +22; Diplomacy +23; Insight +20; Intimidate +23; Perception +20; Stealth +22
Str 15 (+13) Dex 23 (+17) Wis 19 (+15)
Con 18 (+15) Int 17 (+14) Cha 25 (+18)

Luna Tactics[edit]

The divine spirit and the child of Celestia, Luna is a messenger of the moon nymphs and a prophet of either luck or doom to non-fey creatures that intrude/ come onto their lands. She will sometimes venture off into the night-- looking for any avenues to subdue other creatures to her sanctuary of dreary days gone by. She does not like to punish the sinners for the sake of her mother's commandments, but she does whatever she can to keep her own sanity under control.


Moon Nymphs (Epic-Tier)[edit]

These moon nymphs are for use with Epic-tier gameplay.

Moon Nymph Divine Heir[edit]

Moon Nymph Divine Heir
Level 23 Controller (Leader)
Medium Fey Humanoid (Eladrin)
XP 5,100
Initiative +18 Senses Perception +21; Low-light vision
Divine Aura aura 5; Each bloodied ally within the aura gain a +3 bonus to all defenses.
Chains of Radiance aura 3; Whenever the divine heir scores a critical hit with a melee attack, each enemy within the aura are immobilized (save ends).
HP 213; Bloodied 106
AC 37; Fortitude 28, Reflex 30, Will 30
Resist 10 Radiant
Saving Throws +2 against charm
Speed 7 (Forest Walk); Teleport 5
BasicMelee.png Radiant Longsword (standard; at-will) ♦ Radiant, Weapon
+28 vs. AC; 2d6 +8 damage, plus 2d6 Radiant damage
Melee.png Divine Sanction (standard; at-will) ♦ Radiant, Weapon
+26 vs. Fortitude; 3d6 +8 Radiant damage, and the target is weakened and takes ongoing 10 Radiant damage (save ends both).
Ranged.png Word of Luna (standard; at-will) ♦ Charm
+24 vs. Will; Ranged 10; 3d6 +8 damage, and the target gains Vulnerable 5 to Radiant damage until the start of its next turn.
Melee.png Blade of the Divine Heir (standard; recharge D6 (5).gif D6 (6).gif) ♦ Charm, Radiant, Weapon
+24 vs. Reflex; each adjacent enemy; 4d6 +8 Radiant damage, and the target loses a healing surge. For each enemy that loses a healing surge as a result of this attack, the divine heir gains a +1 cumulative bonus to all defenses until the power recharges. If the divine heir is bloodied, this bonus also applies to its attack rolls.
Area.png Divine Pulse (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+24 vs. Fortitude; Area Burst 4; 4d10 +8 Radiant damage, and the target is dazed and cannot spend any action points until the end of its next turn.
Gentle Touch (immediate interrupt, when the divine heir would be hit by an opportunity attack; 1/ round)
The divine heir takes no damage and shifts an additional square. In addition, the attacker takes a -2 penalty to attack rolls against the divine heir until the end of its next turn.
Eladrin Elegance (immediate interrupt; an adjacent fey ally is hit by an attack)
Both the divine heir and the ally that was hit gain a +1 bonus to all defenses until the divine heir is no longer adjacent to the ally. This bonus cannot be applied more than once.
Tempting Voice (minor) ♦ Charm
+24 vs. Will; Ranged 10; The target is forced to move either half its speed closer or further away from the divine heir.
Alignment Unaligned Languages Common, Elven
Skills Acrobatics +23; Arcana +21; Diplomacy +23; Insight +21; Intimidate +23; Perception +21; Religion +21; Stealth +23; Streetwise +21
Str 14 (+13) Dex 24 (+18) Wis 21 (+16)
Con 21 (+16) Int 20 (+16) Cha 25 (+18)
Equipment Divine Longsword, Eladrin Chain Armor

Moon Nymph Divine Heir Tactics[edit]

Chosen as the guardians of the Moon goddess, the divine heirs are the successors of greater queens to the house of Celestia. Their skills with the blade far surpass that of the lunar guardians, and their sheer elegance enables them to exploit their foes' weaknesses.


Bloodfury Moon Nymph[edit]

Bloodfury Moon Nymph
Level 25 Lurker
Medium Immortal Humanoid (Elf)
XP 7,000
Initiative +22 Senses Perception +22; Darkvision
Lunar Blood aura 1; Each enemy within the moon nymph's aura takes 1d8 damage at the start of its turn.
HP 177; Bloodied 88
AC 39; Fortitude 29, Reflex 30, Will 31
Resist 10 Necrotic; Vulnerable 5 Radiant
Saving Throws +2 against dazed, dominated
Speed 7
BasicMelee.png Cursed Dagger (standard; at-will) ♦ Necrotic, Weapon
+30 vs. AC; 2d6 +9 damage, plus 2d8 Necrotic damage.
Melee.png Weaving Blade (standard; at-will)
The bloodfury moon nymph can make two dagger attacks against the same target. If both attacks hit, the target is grabbed (until escape).
Melee.png Blood Drain (standard; at-will) ♦ Healing
+28 vs. Fortitude; Grabbed target only; 3d8 +9 damage, and the target is dazed and takes ongoing 5 damage (until escape). In addition, the moon nymph regains a number of hit points equal to half the damage dealt. First failed save: the target takes ongoing 10 damage, and the moon nymph regains that much more hit points. Aftereffect: The target is weakened and takes a -2 penalty to all attacks (save ends both).
Close.png Curse of the Red Moon (standard; recharge D6 (5).gif D6 (6).gif; encounter) ♦ Healing, Necrotic
+26 vs. Fortitude; Close Burst 4; 4d10 +9 Necrotic damage, and the target loses a healing surge. For each enemy that loses a healing surge as a result of this attack, the moon nymph and each ally in burst regains 10 hit points. Miss: 2d10 +5 damage, and the target is weakened (save ends).
Area.png Bloodpyre Glyph (standard; recharge when first bloodied; encounter) ♦ Charm, Healing, Necrotic, Zone
+26 vs. Fortitude; Area Burst 3 within 10; 5d10 +9 Necrotic damage, and the target is dazed (save ends). Miss: Half damage, and the target is weakened (save ends).

The burst creates a zone that lasts until the moon nymph is bloodied or is reduced to 0 or fewer hit points. Each time an enemy spends a healing surge within the zone, each ally adjacent to that creature regains a number of hit points equal to half the amount of hit points the creature gains.

Elven Grace
If the moon nymph misses with a basic melee attack, it gains a +1 bonus to all defenses until it hits with an attack.
Moon's Grace (immediate interrupt, when the moon nymph is missed by a melee attack; 1/ round)
The bloodfury moon nymph can shift half its speed and the target takes a -2 penalty to attack rolls against the moon nymph until the end of its next turn.
Ranged.png Tempting Voice (minor; rechargeD6 (5).gif D6 (6).gif; encounter)
+28 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the moon nymph.
Alignment Evil Languages Common, Elven
Skills Acrobatics +23; Athletics +20; Diplomacy +24; Insight +22; Intimidate +24; Perception +22; Stealth +23; Streetwise +20
Str 17 (+15) Dex 22 (+18) Wis 20 (+17)
Con 21 (+17) Int 16 (+15) Cha 24 (+19)
Equipment Vampiric Dagger +5

Bloodfury Moon Nymph Tactics[edit]

Fey creatures who stalk other humanoid creatures-- their hunt for sweet, savory blood. They are the outcasts of the fey kingdom-- casting dark shadows upon their victims like the height of a new moon and spilling crimson blood underneath the blood red moon. On a full moon, it is said that become truely vampiric in nature-- stealing the life and blood from other creatures within a fell swoop.


Darkblood Moon Nymph[edit]

Darkblood Moon Nymph
Level 27 Elite Skirmisher
Medium Immortal Humanoid (Human)
XP 22,000
Initiative +21 Senses Perception +23; Low-light vision
Aura of Darkness aura 2; Any enemy caught within the aura when the moon nymph uses is also blinded until the effect ends.
HP 540; Bloodied 270
AC 43; Fortitude 28, Reflex 29, Will 26
Resist 15 Necrotic; Vulnerable 10 Radiant
Saving Throws +2 (+5 against charm & dominated)
Speed 7
Action Points 1
BasicMelee.png Blade of the Vampire (standard; at-will) ♦ Healing, Weapon
+32 vs. AC; 3d8 +9 damage, plus ongoing 10 damage and the moon nymph regains the same amount of hit points (save ends).
Melee.png Moon's Embrace (standard; at-will)
+30 vs. Reflex; 2d8 +9 damage, and the target is grabbed (until escape).
Melee.png Blood Drain (standard; at-will) ♦ Healing
+30 vs. Fortitude; Grabbed target only; 4d6 +9 damage, and the target is dazed and takes ongoing 10 damage (until escape). In addition, the moon nymph regains a number of hit points equal to half the damage dealt. First failed save: the target is immobilized and takes ongoing 15 damage, and the moon nymph regains that much more hit points. Aftereffect: The target is weakened and takes a -2 penalty to all attacks (save ends both).
Close.png Moontouched Ichor (standard; recharge D6 (5).gif D6 (6).gif) ♦ Healing, Necrotic
+28 vs. Fortitude; Close Burst 4; 4d6 +9 Necrotic damage, and the target loses a healing surge. For each enemy that loses a healing surge as a result of this attack, the moon nymph and each ally in burst regains 10 hit points. Miss: half damage, and the target is weakened (save ends).
Area.png Red Moon Curse (standard; recharge when first bloodied; encounter) ♦ Charm, Healing, Necrotic, Zone
+28 vs. Fortitude; Area Burst 3 within 10; 5d10 +9 Necrotic damage, and the target is dazed (save ends). Miss: Half damage, and the target is weakened (save ends).

The burst creates a zone that lasts until the moon nymph is bloodied or is reduced to 0 or fewer hit points. Each time an enemy spends a healing surge within the zone, each ally adjacent to that creature regains a number of hit points equal to half the amount of hit points the creature gains.

Human Endurance
If the moon nymph misses with a basic melee attack, it gains a +1 bonus to all defenses until it hits with an attack.
Greater Resurgence (free, when the moon nymph deals damage with blood drain)
The darkblood moon nymph gains a +2 bonus to all attack rolls and defenses until the end of its next turn.
Ranged.png Tempting Voice (minor; rechargeD6 (5).gif D6 (6).gif; encounter)
+30 vs. Will; Ranged 5; The target is forced to move either half its speed closer or further away from the moon nymph.
Alignment Evil Languages Common, Elven
Skills Acrobatics +24; Diplomacy +25; Insight +23; Intimidate +25; Perception +23; Stealth +24; Streetwise +22
Str 17 (+16) Dex 23 (+19) Wis 21 (+18)
Con 23 (+19) Int 18 (+17) Cha 25 (+20)
Equipment Vampiric Broadsword +5, Leather Armor

Darkblood Moon Nymph Tactics[edit]

Like that of their vampiric lessers, darkbloods are also vampiric, but they rely on the blood of their victims to furl and aid in their powers. They are the defilers of life, as they move around and try to weaken as many of their chosen victims as possible, then let their lesser kin devour upon the victim's fate. They are the face of death, and nothing spells doom better than the rising of the blood-red full moon.


Moon Nymph -- Celestia, God[edit]

Celestia, Moon Goddess
Level 30 Solo Skirmisher
Medium Fey Humanoid (Elf, God)
XP 95,000
Initiative +24 Senses Perception +27; Darkvision
Aura of Radiant Delight (Radiant) aura 4; Each ally within the aura gain a +5 bonus to their resistance to Radiant damage, and gain Resist 5 to all damage (not including Radiant).
Luna's Word (Charm) aura 3; Each enemy within the aura takes a -2 penalty to all attack rolls whenever they spend a healing surge until they exit the aura. This bonus is cumulative (up to a maximum of -6).
HP 1080; Bloodied 540
AC 48; Fortitude 37, Reflex 38, Will 36
Immune Dominating, Sleep; Resist 20 Radiant
Saving Throws +5 (+7 against charm)
Speed 8; see also Godly Grace
Action Points 2
BasicMelee.png Angelwing Longsword (standard; at-will) ♦ Radiant, Weapon
+35 vs. AC; 2d8 +10 damage, plus 2d8 Radiant damage
BasicMelee.png Moonlight Short sword (standard; at-will) ♦ Radiant, Weapon
+35 vs. AC; 2d6 +8 damage, plus 2d8 Radiant damage
Melee.png Angelwing Rend (standard; at-will)
Celestia can make a longsword and shortsword attack two different targets. If both attacks hit, the target is immobilized and takes ongoing 15 Radiant damage (save ends both)
Ranged.png Celestia's Prayer (standard; at-will) ♦ Charm, Radiant
+33 vs. Fortitude; Ranged 10; 3d8 +10 Radiant damage, and the target gains Vulnerable 10 to Radiant damage until the end of her next turn.
Close.png Moonlight Glyph (standard; recharge when the zone is no longer in effect) ♦ Charm, Radiant, Zone
+31 vs. Fortitude; Close Blast 5; 4d8 +10 Radiant damage, and the target is immobilized (save ends). Miss: Half damage, and the target is dazed until the end of her next turn.

The blast creates a Close Burst 3 zone centered in the middle of the attack that lasts until the end of her next turn. Each enemy caught within the zone takes a -3 penalty to all attack rolls, and all allies gain a +2 bonus to all defenses. Celestia can sustain the zone as a minor action on her next turn, sustaining it until the end of her next turn.

Area.png Spirit of the Moon (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+18 vs. Fortitude; Area Burst 4; 5d10 +10 Radiant damage, and the target is dazed and cannot spend any action points until the end of its next turn. Aftereffect: The target takes a -1 penalty to all defenses, and any hit points the target receives incurs a cumulative -1 penalty (save reduces penalty by 1 down to a minimum of 0-- cannot be ended). A failed save increases the penalty by 1.
Close.png Voice of Celestia (minor; recharge D6 (5).gif D6 (6).gif; encounter)
Close Burst 5; Each ally in the burst can shift half their speed in any direction.
Defensive Riposte (immediate interrupt, when Celestia would be hit by an opportunity attack; 1/ round)
Celestia takes no damage and makes a melee basic attack. If the attack hits, the attack deals +4d8 Radiant damage instead of +2d8 damage, and Celestia gains a +2 bonus to all defenses until the end of her next turn.
Elven Prowess (2/ round)
If Celestia makes an attack or damage roll and is dissatisfied with the result, she can roll again and take the second roll-- even if it's lower.
Godly Grace ♦ Teleportation
Celestia can teleport her speed to a space adjacent to another ally. She must have line of sight to the space she is teleporting to.
Alignment Unaligned Languages Common, Elven, Sylvan
Skills Acrobatics +27; Arcana +25; Diplomacy +29; Dungeoneering +27; History +25; Insight +27; Nature +27; Perception +27; Religion +25; Stealth +27; Streetwise +25
Str 19 (+19) Dex 25 (+22) Wis 24 (+22)
Con 22 (+21) Int 20 (+20) Cha 28 (+24)
Equipment Angelwing Longsword, Moonlight Short Sword, Angelsteel Chain Armor

Celestia Tactics[edit]

A divine figurine, spoken about in many myths and legends, Celestia is the goddess of the moon-- she provides the nymphs their power of persuasion and elegance to tempt the mortal beings below to bestow upon them her love to the world. She is deeply famished by warriors who hold their tongue about secrets, and she will do anything in her power to rid the world of the sinners and those who wish to destroy or claim her kingdoms she had made for her children to thrive within.

The aspect is sometimes used as a cosmic messenger or as a replacement to when her daughter-- Luna-- leaves to venture off into the mortal realms.

Aspect of Celestia[edit]

Aspect of Celestia
Level 29 Elite Skirmisher
Medium Fey Humanoid (Elf, Exarch)
XP 30,000
Initiative +24 Senses Perception +27; Darkvision
Aura of Radiant Delight (Radiant) aura 4; Each ally within the aura gain a +5 bonus to their resistance to Radiant damage, and gain Resist 5 to all damage (not including Radiant).
Sheer Radiance (Radiant) aura 2; Whenever a creature scores a critical hit against the aspect, each enemy within the aura takes 15 Radiant damage and are blinded until the start of the aspect's next turn.
HP 1080; Bloodied 540
AC 48; Fortitude 37, Reflex 38, Will 36
Immune Dominating, Sleep; Resist 15 Radiant
Saving Throws +2 (+5 against charm)
Speed 7; see also Godly Grace
Action Points 2
BasicMelee.png Angelsteel Longsword (standard; at-will) ♦ Radiant, Weapon
+34 vs. AC; 2d8 +10 damage, plus 2d8 Radiant damage
Melee.png Angelsteel Flash (standard; at-will)
The aspect can make two longsword attacks against one or two different targets. If both attacks hit, the target takes ongoing 10 Radiant damage (save ends).
Ranged.png Celestia's Prayer (standard; at-will) ♦ Charm, Radiant
+33 vs. Fortitude; Ranged 10; 3d8 +10 Radiant damage, and the target gains Vulnerable 10 to Radiant damage until the end of the aspect's next turn.
Close.png Moonlight Glyph (standard; recharge D6 (5).gif D6 (6).gif; encounter) ♦ Charm, Radiant, Zone
+31 vs. Fortitude; Close Blast 5; 4d8 +10 Radiant damage, and the target is immobilized (save ends). Miss: Half damage, and the target is dazed until the end of the aspect's next turn.

The blast creates a zone centered in the middle of the attack that lasts until the end of the aspect's next turn. Each enemy caught within the zone takes a -3 penalty to all attack rolls, and all allies gain a +2 bonus to attack rolls.

Area.png Spirit of the Moon (standard; recharge when first bloodied; encounter) ♦ Charm, Radiant
+18 vs. Fortitude; Area Burst 4; 5d10 +10 Radiant damage, and the target is dazed and cannot spend any action points until the end of its next turn. Aftereffect: The target takes a -1 penalty to all defenses, and any hit points the target receives incurs a cumulative -1 penalty (save reduces penalty by 1 down to a minimum of 0-- cannot be ended). A failed save increases the penalty by 1.
Close.png Voice of Celestia (minor; recharge D6 (5).gif D6 (6).gif; encounter)
Close Burst 5; Each ally in the burst can shift half their speed in any direction.
Celestia's Favor (encounter)
Whenever the aspect scores a critical hit against a creature, it and all adjacent allies gain a +2 bonus to all defenses until the end of the encounter, until the aspect is no longer in play, or when it is reduced to 0 or fewer hit points.
Godly Grace ♦ Teleportation
The aspect can teleport its speed to a space adjacent to another ally. It must have line of sight to the space it is teleporting to.
Radiant Riposte (immediate interrupt, when the aspect would be hit by an opportunity attack; 1/ round) ♦ Radiant
The aspect takes no damage and it can shift half its speed. The target takes 10 Radiant damage, and suffers a -2 penalty to all attack rolls against the aspect until the end of its next turn.
Alignment Unaligned Languages Common, Elven, Sylvan
Skills Acrobatics +27; Arcana +23; Diplomacy +27; Dungeoneering +25; History +23; Insight +25; Nature +25; Perception +25; Religion +23; Stealth +27; Streetwise +23
Str 18 (+18) Dex 26 (+22) Wis 23 (+20)
Con 22 (+20) Int 18 (+18) Cha 26 (+22)
Equipment Angelsteel Longsword, Radiant Chain Armor


Back to Main Page4e HomebrewMonsters

AuthorXeadin +
Identifier4e Monster +
RatingUndiscussed +
TitleMoon Nymph +