Sprite:Nixie | Size & Type (subtype): | Small Fey | Hit 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) |
| Description: |
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.
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