```metadata
title: Eleionomae
description: >-
A monster stat block and player race for the Eleionomae; Marsh-dwelling naiads
from greek mythology.
tags: ''
systems:
- 5e
renderer: legacy
```
# Eleionomae
##### Naiads of the Marshlands.
Image Credit: Ashly Lovett
\page
### Eleionomae
The Eleionomae *(meaning "Marsh-Dweller")* are naiads native to fresh-water swamps and marshlands. They live in seclusion, maintaining the ecosystem of their territory and keeping away interlopers.
Rumors will tell you that they like to lure unsuspecting travelers in with illusions of loved ones before devouring them, but in actuality the Eleionomae want nothing to do with us... best to keep away if possible.
*- an excerpt from Rewin's Bestiary, on her travels through the Slugwill Marsh*
___
___
> ## Eleionomae
>*Medium fey, chaotic good*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 45 (7d8+14)
> - **Speed** 30ft., Swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|14 (+2)|11 (+0)|14 (+2)|18 (+4)|
>___
> - **Skills** Perception +4, Stealth +5
> - **Damage Resistances** Cold
> - **Senses** passive Perception 12
> - **Languages** Common, Sylvan
> - **Challenge** 1 (200 XP)
> ___
> ***Amphibious.*** The naiad can breathe air and water.
>
> ***Innate Spellcasting.*** The naiad's innate spellcasting ability is Charisma (spell save DC 14). The naiad can innately cast the following spells, requiring no material components:
>
> - At will: Druidcraft
> - 3/day each: Entangle, Healing Word
> - 1/day each: Protection from Poison, Spike Growth
>
>***Magic Resistance.*** The naiad has advantage on saving throws against spells and other magical effects.
>
> ### Actions
> ***Touch.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) psychic damage
>
> ***Poison Spray (Recharge 3-6).*** The naiad extends their hand toward a creature they can see within range and project a puff of noxious gas from their palm. The creature must succeed on a DC 14 Constitution saving throw or take 1d12 poison damage.
>
> ***Fey Charm.*** The naiad targets one humanoid or beast that they can see within 30 feet of them. If the target can see the naiad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the naiad as a trusted friend to be heeded and protected. Although the target isn't under the naiad's control, it takes the naiad's requests or actions in the most favorable way it can.
Each time the naiad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the naiad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the naiad's Fey Charm for the next 24 hours.
The naiad can have no more than one humanoid and up to three beasts charmed at a time.
\page
## Eleionomae Adventurers
On rare occasion, a naiad will see fit to leave their home. To do so, they must complete a powerful ritual binding their lifeforce to a wearable object representing the body of water they call home. For an Eleionomae, that could mean a reed pipe worn as a necklace, or a bracelet woven from vines and weeds, or anything else that represents their home.
So long as they wear this trinket, an Eleionomae can travel far from their water source without becoming sick or dying.
___
### Eleionomae Traits
Your Eleionomae character has a variety of natural abilities stemming from their fey blood
___
***Ability Score Increase.*** Your Charisma score increases by 2, and your Dexterity score increases by 1.
___
***Size.*** Eleionomae tend to range around human size. You can be medium or small.
___
***Speed.*** Your base walking speed is 30 ft. You have a swim speed equal to your walk speed.
___
***Amphibious.*** You can breathe both air and water.
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***Magic Resistance.*** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
___
***Fey Charm*** You have proficiency with the *Persuasion* skill.
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***Innate Spellcasting.*** You can know the *Druidcraft* cantrip. When you reach 3rd level, you can cast the *Entangle* spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the *Lesser Restoration* spell once with this trait and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for these spells.
___
***Languages.*** You know Sylvan and Common
___
***Reminder of Home.*** You have a trinket that ties you to your water source. While you are not wearing the trinket, you are *Poisoned*. While you are poisoned in this way, nothing short of a wish spell can cure the condition, and you take a point of exhaustion every 24 hours until you either wear the trinket or return to your water source.