Nimbus Naiad (Medium celestial, Neutral good)
As the most trusted servants of Thassa, God of the Sea, the nimbus naiads play a more important role in the lives of mortals than almost any other nymph, with the exception of Heliod's alseids. Almost every culture and polis in Theros in some way rely on seafaring for a number of things, from trading goods with other poleis to simple travel to and from other important locations.
The nimbus naiads are deeply involved in this process, as it is they who are responsible for creating the winds and shifting the tides. Every gust that fills a sail, every wave that puts a boat to shore, are each the work of the nimbus naiads following Thassa's orders.
Wind and Waves As God of the Sea, Thassa has total control of everything in her domain. With her bident, Dekella, Thass can immediately and instantaneously change the conditions on the sea however she sees fit, and assume control over any creature that lives there. But while Thassa is ultimately responsible for deciding when and where ships can pass, and how quickly they are allowed through, the basics of such a duty are beneath her, and thus bequeathed to the naiads.
The naiads follow a master plan set out by Thassa, guiding the natural ebb and flow of the tides and the sea winds. But while they follow Thassa's ultimate plan, they are given a large degree of freedom in seeing how it is carried out. This allows the naiads to help or hinder sea vessels as they choose, and punish coastal towns that they feel fail to pay rightful homage to Thassa.
Spirits of the Sea The naiads play such a vast role in the workings of the ocean that it's been said there exists a naiad for every cove, inlet, island, and trench in Theros. They are without a doubt the most multitudinous of the nymphs, and each polis has various superstitions surrounding them, dealing with both good fortune and ill. Such believes include that idea that the original naiads were created by Thassa from women, citizens of ancient poleis drowned for the crime of learning, and that true worshipers of Thassa lost at sea are actually blessed with a second life as a naiad.
Among the most common superstitions of sails is that seeing a naiad in the water before setting said is a sure sign of dangerous storms while seeing one in flight means fair winds for the journey. But even if a naiad is sighted, the ship musn't turn around or refuse to leave port. Doing so is viewed by Thassa as a sign of mortal presumptuousness, to believe they know the sea as well as Thassa herself, and the ship will surely be doomed for wreckage as vengeance.
Nimbus Naiad
As the most trusted servants of Thassa, God of the Sea, the nimbus naiads play a more important role in the lives of mortals than almost any other nymph, with the exception of Heliod's alseids. Almost every culture and polis in Theros in some way rely on seafaring for a number of things, from trading goods with other poleis to simple travel to and from other important locations.
The nimbus naiads are deeply involved in this process, as it is they who are responsible for creating the winds and shifting the tides. Every gust that fills a sail, every wave that puts a boat to shore, are each the work of the nimbus naiads following Thassa's orders.
Armor Class | 13 (natural) | ||
---|---|---|---|
Hit Points | 6d8+6 | ||
Speed | 30 ft. | Swim 60 ft. | |
Strength | 10 (+0) | ||
Dexterity | 16 (+3) | ||
Constitution | 13 (+1) | ||
Intelligence | 15 (+2) | ||
Wisdom | 12 (+1) | ||
Charisma | 16 (+3) | ||
Skills | Acrobatics d20+5 | Religion d20+6 | |
Damage Resistances | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Condition Immunities | Charmed | ||
Senses | Truesights 30 ft. | Passive Perception 11 | |
Languages | Aquan | Celestial | Common |
Challenge | 3 (700 XP) | ||
Special | Innate Spellcasting | The naiad's innate spellcasting ability is Intelligence (spell save DC 13). | It can innately cast the following spells, |
requiring no material components: | |||
Spell 1 | At will | Detect Magic | Disguise Self |
Color Spray | Gust | Shape Water | |
Spells 2 | 3/day each | Invisibility | Mind Spike |
Phantasmal Force | |||
Spells 3 | 1/day each | Hypnotic Pattern | Major Image |
Action | Bestow | One per day, the naiad can touch a willing creature to bestow the target with its celestial essence, | causing the naiad and any equipment it is carrying or wearing to meld into the target. |
For the duration, the target gets a +2 bonus to all attack and damage rolls, | gains a fly speed of 40 ft. and a swim speed of 60 ft., | and can use an action to cast the detect magic spell at will. | The naiad bestows the target for 8 hours or until the target is reduced to 0 hit points. |
When the effect ends, the naiad appears in an | unoccupied space within 5 feet of the target |
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