AC 15 (natural armor)
HP 22 (5d8; bloodied 11)
Speed 30 ft., swim 30 ft
Proficiency +2; Maneuver DC 12
Skills Nature +3 (+1d4), Perception +5, Stealth +3 (+1d4), Survival +5
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Sylvan
Magic Resistance. The naiad has advantage on saving throws against spells and magical effects.
Speak with Nature. The naiad can communicate with beasts and plants.
Amphibious. The naiad can breathe air and water.
ACTIONS
Watery Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). While grappling a creature this way, the naiad can’t use Watery Grasp on a different target and can swim at full speed.
Entangling Plants. Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the naiad. Each creature of the naiad’s choice in the area makes a DC 13 Strength saving throw . On a failure, a creature is restrained for 1 minute. A creature can use its action to make a DC 12 Strength check, freeing itself or a creature within 5 feet on a success. Additionally, the area is difficult terrain for 1 minute.
Fey Charm (3/Day). A humanoid or beast within 30 feet makes a DC 13 Wisdom saving throw . On a failure, it is magically charmed . While charmed in this way, the target regards the naiad as a trusted ally and is disposed to interpret the naiad’s requests and actions favorably. The creature can repeat this saving throw if the dryad or the naiad’s allies harm it, ending the effect on a success. Otherwise, the effect lasts 24 hours. If the creature succeeds on a saving throw against Fey Charm or the effect ends for it, it is immune to Fey Charm for 24 hours.
Combat
The naiad avoids combat, using Fey Charm to recruit allies and Entangling Plants to slow enemies. When it must fight, it uses its watery grasp.
A naiad is a water-dwelling fey creature bound a particular stream or spring. Social creatures, naiads often assemble together to splash in wide rivers, or walk on land to join dryad and satyr companions. Naiads can be more mischievous and hostile to outsiders than dryads and may attack uprovoked, dragging a creature underwater to drown. Naiads that inhabit the ocean are called nereids.
1 Flitting from tree to tree, ignoring intruders
2 Visibly weak: its tree is under attack or in danger
3 Determined to keep intruders away from its tree at all costs
4 Hostile to axe-wielders
1 The trees here are lush and green
2 DC 14 Insight check: you feel like the trees are watching you
3 Trees lift their branches to form a path (to or away from the naiad?)
4 In the distance, one exceptionally tall tree
Dryads bond with trees in forests and jungles.
CR 0–2 1 to 3 dryads ; dryad with 1d4 pixies or sprites ; dryad with 1d6 bloodhawks
Treasure jug of pure water (acts as 3 doses of potion of animal friendship )
CR 3–4 dryad with awakened tree ; 2 dryads with 2 satyrs ; dryad with druid
Treasure feather token (tree) . Once the tree is planted, the dryad can Tree Stride up to 100 miles to this tree