Naiad
- 40
- 11
- 10
- 10–14
- 0
- 0
- 5
- 5


This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Once per battle; lasts until the end of battle.
A spirit, soul, or other intangible power that has coalesced into material form.
Morale range: –3 to 3.
Luck range: –3 to 3.
Fallen Embodiments cannot be raised as Undead after battle.
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
Teleports directly to destination hex, ignoring obstacles and traps.
This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”



Stats are compared against Naiad: green is higher, red ▼ lower. A badged glyph is a power the base form does not have; a gold-ringed one is a power it has under the same name but with different rules.
Betwixt two realms, the Mycelium serves as a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of the Murmurwoods to take on physical forms.
Waterkin often choose the shape of naiads — spry, elusive, and ever‑shifting, much like the element they embody.