For a list of merfolk monsters, see list of merfolk.
| A capricious nature spirit, deeply bonded with the waters in which it lives. Wherever they flow, so may it, and ponds and rivers surge and leap at its whim.
“Oh, but you can't expect to wield supreme executive power just because some watery tart threw a sword at you.”
Water nymphs are amphibious creatures which force their prey into water before drowning them. Their Waterstrike spell deals heavy, smite-targeted damage to anything standing in (or flying above) water. They also have a passive one-tile aura of shallow water that follows them around (though it takes it some time to catch up). This water effect can cover stairs, rendering them unusable. They are found in the Shoals.
Tips & Tricks
- Nymphs are a serious threat, especially at low HP. Waterstrike is as strong as damnation, and thrice as strong as Smiting. While this spell checks AC, and can only damage those on water, you should treat it like you would a monster with Call Down Damnation. When you're slowly wading in water, 1 misstep can cause you to take 102 damage, which really stings.
- Nymphs can also cover the stairs with water, making it impossible to retreat up. This significantly raises the risk of any encounter involving them.
- They are spellcasters, so Silence prevents Waterstrike from working. They have high willpower, but don't resist poison, so Mephitic Cloud can also disable their casting. They can't see invisible, so as long as you are also flying, invisibility makes it much less likely for you to be targeted. (Invisible creatures are revealed by water if not flying.)
- Like many creatures in the Shoals, fire is effective due to the steam it creates. Even a wand of flame can work; nymphs aren't particularly durable, so a few puffs from the wand are enough to kill. Dedicated Fire Magic, of course, is even stronger.