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Size & Type (subtype):Small FeyHit Dice:1d6 (3)
Initiative:   +7 (+3 Dex, +4 Improved Initiative)   Speed:   20 ft., swim 30 ft.  
Armor Class:   14 (+1 size, +3 Dex)   Attacks:   Dagger +4 melee; or light crossbow +4 ranged  
Damage:   Dagger 1d4-2; or light crossbow 1d8   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Water breathing, charm person   Special Qualities:   SR 16  
Saving Throws  Fortitude: 0  
Reflex: 5  
Will: 3  
Abilities:   Str: 7
Dex: 16
Con: 11
Int: 12
Wis: 13
Cha: 18
Skills:   Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7   Feats:   Dodge, Improved Initiative, Weapon Finesse (dagger)  
Climate and Terrain:   Temperate aquatic   Climate:   temperate  
Terrain:   aquatic   Organization:   Gang (2-4), band (6-11), or tribe (20-80)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   No coins; 50% goods (metal or stone only); 50% items (no scrolls)   Alignment:   Always neutral  
Advancement:   2-3 HD (Small)  


Water Breathing (Sp): Once per day a nixie can use water breathing as the spell cast by a 6th-level sorcerer. (They usually bestow this effect on those they have charmed.)

Charm Person (Sp): A nixie can charm person three times per day as the spell cast by a 4th-level sorcerer. Those affected must succeed at a Will save (DC 15) or be charmed for 24 hours, performing heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking.

Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks. *Nixies receive a +5 racial bonus to Hide checks when in the water.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002