D&D ENCOUNTER: The Water Princess

For Christmas, my niece received a mermaid costume and a butterfly wand. She wore the costume, carried the wand, and still had both of her stuffed dragons in tow. I knew there was at least a Dungeons & Dragons encounter in this mish-mash of mythology.

The Water Princess (EL 7)

No one knows the origin of the strange creature calling herself the Water Princess. She appeared in the marshes some years back, apparently the only example of her kind. She’s a strange hybrid of nymph and water mephit, so some loremasters have posited that she is a magical experiment escaped from her creator.

The Water Princess is driven by curiosity, latching onto adventurers (especially wizards) and asking endless questions about nature, science, and arcane magic. She thirsts for knowledge and loves learning new things. Even if she isn’t tagging along with a group of adventurers, she can often be spotted doing experiments or studying animals. She may be responsible for building some of the odd contraptions seen in the marshes.

Standing under 5 ft. tall with curly brown, waterlogged hair, the Water Princess is beautiful and mysterious. She rejects all advances by amorous adventurers. The other races, in her view, are intriguing only as much as they can help her in her endless striving to figure out the world around her. She knows nothing of her own origins, preferring to discuss the present and refusing to divulge details of the past.

The Water Princess is always accompanied by her two pseudodragon companions, Elene and Cenred. Both are fiercely loyal and will fight to the death to defend their mistress. They rarely attempt to engage any other creatures with their telepathy, usually steering clear of whatever group of adventurers the Water Princess is following.

Water Princess [CR 7]
CN Medium fey (aquatic)
Init +0; Senses low-light vision, Listen +12, Spot +12
Languages Sylvan, Common


AC 17, touch 17, flat-footed 14
hp 27 (6HD); DR 10/cold iron
Fort +7, Ref +12, Wil +12


Spd 30 ft., swim 20 ft.
Melee dagger +6 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options breath weapon, spells, spell-like abilities
Special Actions stunning glance
Spell-Like Abilities (CL 7)
1/day—dimension door.


Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
SQ amphibious, unearthly grace, wild empathy
Feats Combat Casting, Dodge, Weapon Finesse
Skills Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal+12, Hide +12, Move Silently +12, Ride +5, Sense Motive +12, Swim +8, Use Rope +3 (+5 with bindings)
Possessions Butterfly Staff, dagger


Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 12 half. The save DC is Constitution-based.

Spells Prepared (CL 7, save DC 13 + spell level)
0—cure minor woundsdetect magic, flare, guidance, light, resistance; 1stcalm animalscure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd—call lightningcure moderate woundsprotection from energy; 4th—rusting grasp.

Stunning Glance (Su): As a standard action, the Water Princess can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Amphibious (Ex): The Water Princess can breathe both air and water.

Unearthly Grace (Su): The Water Princess adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the Water Princess has a +6 racial bonus on the check.

Skills: The Water Princess has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Butterfly Staff: Made of dark wood with vines twisting around it, this staff is topped with a bejeweled butterfly as a stark contrast to its otherwise unsettling appearance. It functions exactly like a staff of swarming insects, using 1 charge for summon swarm and 3 charges for insect plague.

Moderate conjuration; CL 9th; Craft Staff, insect plague, summon swarm; price 24,750 gp.

Pseudodragons (2): hp 14, 16; Monster Manual 210.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s