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Sprite, Nixie [ Sprite ] Full List

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Greyhawk.net

Size:Small (Fey)
HP:1d6 + 0 (ave 4 hp, max 6 hp)
Initiative:+7 (+3 Dex, +4 Improved Initiative)
Speed:20 ft., swim 30 ft.
Armor Class:14, touch 14 (dex 3, size 1)
Attacks: Dagger +5 Melee, 1d4+-2 -2
Or Light Crossbow +4 Ranged, 1d8+-2
Face/Reach:Width: 10' ft., Length: 10' ft., Reach: 5' ft.
Special Attacks:Water Breathing, Charm Person
Special Qualities:Sr 16
Saves:Fort: 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, Sense Motive +5, Spot +7
Feats:Dodge, Improved Initiative, Weapon Finesse (dagger)
Climate/Terrain:Temperate aquatic
Organization:Gang (2-4), band (6-11), or tribe (20-80)
CR:1
Treasure:No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Alignment:Always neutral
Advancement:Small: 1 2 3

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: Nixie's 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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