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Monsters

id447
NameSprite:Nixie
SizeAndTypeSmall Fey
HitDice1d6 (3)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed20 ft., swim 30 ft.
ArmorClass14 (+1 size, +3 Dex)
AttacksDagger +4 melee; or light crossbow +4 ranged
DamageDagger 1d4-2; or light crossbow 1d8
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksWater breathing, charm person
SpecialQualitiesSR 16
Saves_Fort0
Saves_Ref5
Saves_Will3
AbilitiesStr 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
SkillsAnimal 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
FeatsDodge, Improved Initiative, Weapon Finesse (dagger)
ClimateAndTerrainTemperate aquatic
OrganizationGang (2-4), band (6-11), or tribe (20-80)
ChallengeRating_Value1
TreasureNo coins; 50% goods (metal or stone only); 50% items (no scrolls)
AlignmentAlways neutral
Advancement2-3 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.