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|Hit Dice:||1d6 (3 hp)|
|Initiative:||+7 (+3 Dex, +4 Improved Initiative)|
|Speed:||20 ft., swim 30 ft.|
|AC:||14 (+1 size, +3 Dex)|
|Attacks:||Dagger +4 melee; or light crossbow +4 ranged|
|Damage:||Dagger 1d4-2; or light crossbow 1d8|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Water breathing, charm person|
|Special Qualities:||SR 16|
|Saves:||Fort +0, Ref +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 +8, 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)|
|Organization:||Gang (2-4), band (6-11), or tribe (20-80)|
|Treasure:||No coins; 50% goods (metal or stone only); 50% items (no scrolls)|
|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.
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