b'Nisid \n'b'  Small   fey ,  chaotic good  \n'b'  Armor Class  16 (grace and poise)  Hit Points  40 (9d6 + 9)  Speed  30 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX:  14 (+2)  CON:  12 (+1)  INT:  11 (+0)  WIS:  13 (+1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +4,  Athletics  +4,  Performance  +6,  Survival  +5  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  cold, lightning  Condition Immunities   charmed ,  frightened ,  poisoned   Senses  passive  Perception  11  Languages  Common, Sylvan  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The nisid\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : animal friendship,  create food and water , absorb elements, lightning spear (as fire bolt, but lightning damage instead of fire) \n'b'  3/day each :  detect thoughts ,  entangle , frozen hands (as  burning hands  but cold damage instead of fire),  invisibility  (self only) \n'b'  1/day each :  call lightning ,  confusion ,  gust of wind ,  hallucinatory terrain ,  scorching ray  \n'b'\n'b'  Invisible in Water . The nisid is  invisible  while fully immersed in water. \n'b'  Island Bond . A nisid who resides on a small, uninhabited island for an extended period of time forms a strong bond with the land, gaining a number of powers meant to protect the sanctity of its territory. The island must be no larger than 1 square mile in area per Hit Die the nisid has (usually 9 HD), and the nisid must be the only intelligent creature on the island for 1 uninterrupted year to cement the bond. After the bond has been formed, the nisid gains the isolation and never come back traits (see below) and has advantage on  Wisdom  ( Survival ) checks while on his island. A nisid who leaves his island for more than 1 hour per Hit Die or whose island is inhabited by an intelligent creature for longer than 1 month per Hit Die loses its island bond and must restart the bonding process, either on a new island or on the same island once all prerequisite conditions are met. \n'b'  Isolation . A trespasser on the nisid\xe2\x80\x99s bonded island must succeed at a DC 14  Wisdom  saving throw every full day it remains on the island or it takes 1d2 points of  Wisdom  damage as the nisid magnifies the trials of survival on an uninhabited and dangerous island with little hope of rescue. This  Wisdom  damage does not heal naturally until the trespasser leaves the nisid\xe2\x80\x99s island (though it can be healed through magic normally), slowly driving it mad. \n'b'  Magic Resistance . The nisid has advantage on saving throws against spells and other magical effects. \n'b'  Never Come Back . The nisid\xe2\x80\x99s ties to its island help keep it hidden from repeat visits, ensuring that even trespassers who want to return find doing so difficult. When a trespasser leaves a nisid\xe2\x80\x99s bonded island, it must attempt a DC 14  Wisdom  saving throw. Failure results in its memories of the place becoming hazy \xe2\x80\x94 especially when it comes to locating it again. The trespasser takes a \xe2\x80\x9310 penalty on  Wisdom  ( Survival ) checks and any related skill check (GM\xe2\x80\x99s judgement) to determine the island\xe2\x80\x99s location or find it again, and the island and the nisid are treated as though under the effects of a permanent  nondetection  spell for any  divination  spells the target casts. The nisid can suppress this ability at will; typically, it does so until it determines the trespasser will not soon leave of her own volition or is otherwise going to be trouble. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The nisid attacks twice with its lightning dagger or cold longbow. \n'b'  Lightning Dagger .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) lightning damage. \n'b'  Cold Longbow .  Ranged Weapon Attack : +6 to hit, range 120 ft., one target.  Hit : 5 (1d10) cold damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Nisid\xe2\x80\x99s Reproach (1/Day) . When the nisid is damaged by a creature within 60 feet of the nisid that it can see, the creature that damaged the nisid must make a DC 14  Dexterity  saving throw, taking 16 (3d10) cold or thunder damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Nisids are castaway spirits, protectors of uninhabited or deserted islands. These little fey look like they might once have maintained a more delicate and youthful appearance, but after having spent decades or centuries alone, they look haggard, with unkempt hair and tough skin. Nisids rarely wear clothing, as they have little need for modesty or protection. They are excellent survivalists, living off what their island can provide. A typical nisid stands 4 feet tall and weighs 70 pounds. \n'b'  Lonely Islanders . Loners by nature, a nisid claims and forms a bond with a single uninhabited island as his territory, and he seeks to preserve the island\xe2\x80\x99s untouched sanctity\xe2\x80\x94and his own solitude. Should someone happen upon a nisid\xe2\x80\x99s island, whether as a castaway, stranded by a storm, or deliberately seeking something, the nisid first spies on the interloper. If the trespasser simply wishes to get off the island, the nisid often offers to help his guest survive and escape (if only to hasten the process and return the island to its isolation). Using magic and his natural skill at survival, he may give the castaway access to water, food, or shelter\xe2\x80\x94in exchange for leaving the island unsullied when she leaves. \n'b' Those who agree and please the nisid might even be gifted with a final gust of wind to send them on their way. However, those who arrive with no intention of leaving hastily, or who drastically overstay their welcome without hope of escape, find the nisid a more hostile host, as a nisid finds murder a small price to pay for solitude. \n'b' Unwelcome guests find the trials of survival and hopelessness to be maddening, and each day drift closer to insanity through the nisid\xe2\x80\x99s isolation ability. Once the trespassers have been driven toward madness, the nisid attempts to turn them against each other, sowing distrust and casting  confusion  on large groups. If all else fails, the nisid might coax  charmed  animals, the nisid\xe2\x80\x99s only companions, into attacking interlopers: nothing says \xe2\x80\x9cget off my island\xe2\x80\x9d like a giant beast crashing out of the jungle. \n'b' Even when helping agreeable castaways, the nisid won\xe2\x80\x99t make life too easy, lest the trespassers decide to extend their stay. He makes just enough food and water available to sustain the \xe2\x80\x9cguests,\xe2\x80\x9d using abilities like  hallucinatory terrain  to keep any particularly bountiful areas of the island hidden. \n'b' Should the island be a truly deserted one, perhaps where an ancient civilization once flourished, a nisid is especially vigilant in keeping ruins or artifacts that could attract further interest in the island well hidden. And once a castaway leaves a nisid\xe2\x80\x99s island, she rarely finds a way to return.'