Water nymph
Version 0.18: This article may not be up to date for the latest stable release of Crawl.
For a list of merfolk monsters, see list of merfolk.
water nymph m | |
---|---|
HP | 26-54 |
HD | 10 |
XP | 446 |
Speed | 10 |
AC | 2 |
EV | 13 |
Will | 100 |
Attack1 | 12 (touch: drown)
|
Resistances | rDrown |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Human |
Uses | Uses nothing |
Holiness | Natural |
Size | Medium |
Type | water nymph, water nymph |
Flags | Speaks Warm-blooded |
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.” |
Contents
Useful Info
Water nymphs are amphibious creatures which force their prey into water before drowning them. They can deal heavy smite-targeted asphyxiation damage with their magic to any creature standing in water, and have a passive one-tile aura of shallow water which follows them around (though it takes it some time to catch up). They are found in the Shoals.
Spells
Spell set I | ||
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Slot1 | Waterstrike (3d17) | Wizard flag |
Tips & Tricks
- Mephitic Cloud or Silence disables their magic nicely, though killing them at range solves the problem even more effectively. Flight or playing a large species will protect you from the risk of stumbling due to their water aura, but their Waterstrike spell can still affect you.
- Water nymphs can only deal significant damage to you if you're in the water, and even a normal speed character can retreat from them, reaching dry land long enough to take an attack before the water catches up. So long as you have a safe, clear area to retreat to, feel free to backpedal until you've defeated the nymph. Don't attempt this into unexplored territory, however.
History
Water nymphs were added in 0.14