Home / Explore / Nelly Longarms
CR 4 fey • D&D 5e Homebrew Creature
Created by @LightReign
Medium fey, Neutral Evil
A nursery warning made flesh. This CR 4 hag haunts pond edges and well mouths, dragging the unwary beneath still water with arms that reach far further than they should.
Nelly cannot enter a building, home, or enclosed structure unless verbally invited inside by a creature that resides there. Once invited, she may enter freely for 24 hours.
Nelly must submerge herself in natural water for at least 1 hour every 24 hours or gain one level of exhaustion.
Nelly's melee attacks have a reach of 15 ft.
Nelly has advantage on Stealth checks made while submerged or within 5 ft. of a body of water.
Nelly Longarms makes 2 Longarm Rake attacks.
Melee Attack Roll: +6 to hit, reach 15 ft.
Hit: 13 (2d8 + 4) Slashing damage.
Melee Attack Roll: +6, reach 15 ft. One creature Large or smaller.
Hit: 9 (2d8) Bludgeoning damage. The target is Grappled (escape DC 14) and dragged up to 15 ft. toward Nelly. Until the grapple ends the target is Restrained and Nelly cannot use Dragging Grasp on another target.
Nelly points at a creature she can see within 30 ft. The target must succeed on a DC 13 Wisdom saving throw or be Frightened of Nelly for 1 minute. While Frightened this way, the target must move toward the nearest body of water on each of its turns if able. The target may repeat the save at the end of each of its turns.
When a creature Grappled by Nelly is moved into water, Nelly immediately makes one Longarm Rake attack against it as a reaction.
Nelly Longarms is a gaunt, waterlogged figure with grey-green skin pulled tight over jutting bone. Her most striking feature is her arms — unnaturally long, rope-like and sinuous, trailing weed and river silt. Her fingers end in blackened nails worn sharp by decades of dragging. Her hair hangs in dark, sodden ropes across a face that is almost human — sunken eyes the colour of stagnant water, a wide mouth full of needle teeth, and a permanent smell of cold, deep river mud.
She is most often glimpsed at thresholds — standing just beyond a doorframe or at the waterline, watching, waiting to be invited in.
Nelly Longarms crawled out of the folklore of County Durham, England, her legend centred around St Margaret's Garth where residents reported sightings and strange sounds from the early 18th century. She belongs to a tradition of English water hags — alongside Jenny Greenteeth, Peg Powler and the Grindylow — spirits invoked by parents to keep children from the edges of ponds, rivers and wells.
Whether she was ever something else — a drowned woman, a forgotten river deity, a fey spirit that fed on fear until the fear became her shape — no one living knows. What remains is the warning and the thing the warning describes, and by now it is impossible to say which came first.
Her power is tied to invitation and threshold. Unlike many predators she cannot simply take — she must be welcomed, however unknowingly. This limitation shapes everything about her behaviour. She is patient, manipulative, and deeply invested in the spaces between inside and outside. Doors interest her. Windows interest her. The moment a child leans too far over a well is the moment she has been waiting for.
In your campaign she can be as ancient as the water table or as recent as a specific tragedy — a drowned child, a broken bargain, a village that forgot to leave the old offerings at the pond's edge. The lore supports whatever origin serves your story.
Nelly rarely chooses open combat. If she is fighting, something has gone wrong with her preferred approach.
That said, she is not helpless when cornered.
Her first priority is always water. If there is a body of water within reach she will manoeuvre toward it, using her 15 ft. reach to grab and drag rather than simply strike. A creature in the water with her is in her element — she is faster, harder to escape, and Pull Under becomes a reliable source of bonus damage on top of the grapple chain.
Dragging Grasp on the lowest Wisdom character in the party, followed immediately by Bog Curse on the same target, is her most efficient opening if she has surprise. A Frightened creature being compelled toward water while already Restrained in her grip is extremely difficult to recover from without outside help.
She will use terrain aggressively. Narrow banks, fog, murky shallows and poor visibility all favour her. In open dry terrain she is significantly less dangerous and she knows it — she will disengage and retreat rather than fight on unfavourable ground, slipping beneath the surface and surfacing elsewhere. She does not fight to the death. At roughly half hit points she will release any grappled creature, submerge, and withdraw. She would rather survive and return than win a single encounter at the cost of her existence. Parties that assume a retreating Nelly is a defeated Nelly will regret it.
If forced into a threshold encounter — caught inside a building she was invited into — she becomes erratic and more aggressive, as though the invitation itself is a kind of trap she resents being caught in.
Nelly's body is dense and cold-hardened after centuries in dark water.
Bludgeoning attacks from nonmagical weapons land without meaningful effect — her flesh yields like waterlogged wood and closes just as slowly, weeping dark river water rather than blood. Cold damage is absorbed with equal indifference.
She cannot be Frightened. Whatever lived inside her that was capable of fear drowned long ago.
All other damage sources affect her normally. She dislikes open flame on a behavioural level — a torch held between a character and Nelly will make her hesitate — but it holds no special power over her mechanically.
Nelly is not feral. That is what makes her dangerous.
She is patient in the way that deep water is patient — utterly still on the surface, cold and purposeful underneath. She does not rush. She watches a household for days before making her presence known, learning routines, identifying the youngest, the most curious, the least supervised. The slamming doors and strange sounds reported by Durham residents were not accidents. They were tests. She was finding out who would come to look.
She reserves particular attention for children, not out of any twisted affection but because children are easier to lure, easier to frighten into moving toward water, and because their fear is purer and more useful to her than adult fear. A child told not to go near the pond will think about the pond constantly. Nelly understands this.
With adults she is more cautious and more theatrical. She will appear at a threshold, still and silent, just long enough to be seen. She will not speak unless spoken to. If invited to speak she is measured, even courteous — a quality that unsettles people far more than snarling would.
She holds grudges with the patience of something that does not experience time the way mortals do. A party that drives her off can expect her to be waiting, somewhere along a riverbank, months later.
She is not evil in a dramatic sense. She is simply hungry, old, and very good at what she does.
Nelly works best placed at the edge of a body of water — a village pond, a riverside, a flooded dungeon passage. Her 15 ft. reach means she can grab from the shallows without exposing herself, and Dragging Grasp into water triggers Pull Under immediately, turning one bad roll into a genuinely dangerous chain. Threshold Bound is the mechanic that makes her memorable in roleplay. If the party is investigating disappearances, discovering that someone in the village unwittingly invited her in is a great revelation moment.
Bog Curse pointed at a low-Wisdom character near water is her most dangerous move — a Frightened creature compelled toward the pond is exactly where she wants them.
She's not a dungeon monster. She belongs in a village, a marsh, a foggy riverbank at night. Put her in the right environment and CR 4 will feel like much more.
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