Wassernixe — The Pale Bride of the Millpond

The millwheel stopped yesterday. Tonight it turns once, and somebody sings beneath it. The apprentice sent to investigate has not returned. His wet boots stand neatly beside the door.
A Wassernixe is a water woman of German folklore. Some Nixen warn and help those who respect their waters; others steal people away. This entry describes the dangerous, possessive spirit of millpond and drowned crossing, rather than every Nixie or every tradition.
She watches the bank, learns what visitors value, and uses song, promises and the current to separate one person from a group. A bargain can recover a captive; fighting underwater puts the advantage in her hands.
At the Table
- Sign: Her garment stays wet on dry ground; singing comes from beneath a stopped wheel.
- Want: An honoured promise, a keepsake, a servant or control of her pool.
- Avoid fighting: Stay roped to the bank; negotiate from dry ground.
- In a fight: She charms first, grapples one exposed target and dives.
Wassernixe Monster Statistics — Four Editions
Choose the edition. These are adaptations of the hostile millpond Wassernixe, distinct from the more customary Nixie entry; they are not official publisher stat blocks.
Wassernixe — D&D 2024
Medium Fey, Neutral Evil · CR 6 (2,300 XP; PB +3)
AC 15 (natural armour); Initiative +4 (14); HP 110 (13d8 + 52); Speed 30 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 18 (+4) | 13 (+1) | 15 (+2) | 18 (+4) |
Saving Throws Dex +7, Wis +5, Cha +7; Skills Deception +7, Perception +5, Performance +7, Stealth +7; Damage Resistance cold; Senses darkvision 60 ft., passive Perception 15; Languages Sylvan, Common.
Traits
Amphibious. The Wassernixe breathes air and water.
Waterborne Finesse. The Wassernixe uses Dexterity, rather than Strength, for the attack and damage rolls of her Water Claw and Drowning Grip attacks.
Mist-Shrouded Grace. While she is in water, dim light or mist, attack rolls against her have disadvantage unless she is incapacitated.
Actions
Multiattack. She makes two Water Claw attacks, replacing one with Drowning Grip if she wishes.
Water Claw. Melee Attack Roll: +7, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage.
Drowning Grip. Melee Attack Roll: +7, reach 5 ft., one Medium or smaller creature. Hit: 11 (2d6 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 15). She can hold only one target this way.
Beguiling Song (Recharge 5–6). Creatures of her choice within 60 feet that hear her make a DC 15 Wisdom saving throw. On failure a creature is Charmed for 1 minute: it sees her as a trusted acquaintance and cannot voluntarily attack her, but is not forced into dangerous water. It repeats the save at the end of each of its turns. Damage, an ally within 5 feet using an action to shake it free, or her being Incapacitated ends the effect.
Bonus Actions
Drag Beneath. While in water and grappling a creature, she moves up to 20 feet, bringing the captive with her. This only submerges it if the movement carries it beneath the surface. Use normal suffocation and escape rules; it does not drown instantly.
Reactions
Receding Current. After a melee attack misses her while she is in or adjacent to water, she moves up to 10 feet without provoking opportunity attacks if her Speed is not 0.
Wassernixe — D&D 2014
Medium fey, neutral evil · Challenge 6 (2,300 XP)
Armor Class 15 (natural armour); Hit Points 110 (13d8 + 52); Speed 30 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 18 (+4) | 13 (+1) | 15 (+2) | 18 (+4) |
Saving Throws Dex +7, Wis +5, Cha +7; Skills Deception +7, Perception +5, Performance +7, Stealth +7; Damage Resistance cold; Senses darkvision 60 ft., passive Perception 15; Languages Sylvan, Common.
Traits
Amphibious. The Wassernixe breathes air and water.
Waterborne Finesse. The Wassernixe uses Dexterity, rather than Strength, for the attack and damage rolls of her Water Claw and Drowning Grip attacks.
Mist-Shrouded Grace. While she is in water, dim light or mist, attack rolls against her have disadvantage unless she is incapacitated.
Actions
Multiattack. She makes two Water Claw attacks, replacing one with Drowning Grip if she wishes.
Water Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Drowning Grip. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). She can hold only one target this way.
Beguiling Song (Recharge 5–6). Creatures of her choice within 60 feet that hear her make a DC 15 Wisdom saving throw. On failure a creature is charmed for 1 minute: it sees her as a trusted acquaintance and cannot voluntarily attack her, but is not forced into dangerous water. It repeats the save at the end of each of its turns. Damage, an ally within 5 feet using an action to shake it free, or her being incapacitated ends the effect.
Bonus Actions
Drag Beneath. While in water and grappling a creature, she moves up to 20 feet, bringing the captive with her. This only submerges it if the movement carries it beneath the surface. Use normal suffocation and escape rules; it does not drown instantly.
Reactions
Receding Current. After a melee attack misses her while she is in or adjacent to water, she moves up to 10 feet without provoking opportunity attacks if her Speed is not 0.
Wassernixe — Pathfinder 1e
CR 4 · XP 1,200 · NE Medium fey (aquatic)
Defence
Init +8; Senses low-light vision; Perception +11; AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); hp 39 (6d6+18); Fort +5, Ref +9, Will +7; DR 5/cold iron.
Offence
Speed 30 ft., swim 40 ft.; Melee 2 claws +7 (1d6+1 plus water clutch); Spell-Like Abilities (CL 6th, concentration +10): 3/day—charm person (DC 15); 1/day—suggestion (DC 17), water breathing.
Statistics
Str 12, Dex 18, Con 16, Int 13, Wis 14, Cha 18; Base Atk +3; CMB +4 (+12 grapple); CMD 18; Feats Improved Initiative, Skill Focus (Bluff), Weapon Finesse; Skills Bluff +16, Diplomacy +13, Perception +11, Perform (sing) +13, Sense Motive +11, Stealth +13, Swim +18; Languages Common, Sylvan, Aquan; SQ amphibious.
Ecology
Environment temperate fresh water; Organization solitary or household; Treasure standard, including offerings.
Special Abilities
Water Clutch (Ex). Once each round, a claw hit on a Medium or smaller creature allows an immediate grapple combat maneuver check as a free action, at +12 (including a +8 racial bonus to grappling). Use normal grapple, movement and escape rules. It does not automatically dominate a submerged creature.
Amphibious (Ex). She breathes air and water. Tactics. Charm or negotiate from cover, grapple near deep water, and withdraw when badly wounded.
Wassernixe — D&D 3.5e
Medium Fey (Aquatic) · Chaotic Evil · CR 4
| Hit Dice | 6d6+18 (39 hp) |
|---|---|
| Initiative | +8 |
| Speed | 30 ft. (6 squares), swim 40 ft. |
| Armor Class | 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 |
| Base Attack/Grapple | +3/+4 (+12 on grapple checks with racial bonus) |
| Attack | Claw +7 melee (1d6+1 plus water clutch) |
| Full Attack | 2 claws +7 melee (1d6+1 each plus water clutch) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Water clutch, spell-like abilities |
| Special Qualities | Amphibious, low-light vision, damage reduction 5/cold iron |
| Saves | Fort +5, Ref +9, Will +7 |
| Abilities | Str 12, Dex 18, Con 16, Int 13, Wis 14, Cha 18 |
| Skills | Bluff +16, Diplomacy +15, Hide +13, Listen +11, Move Silently +13, Spot +11, Swim +18 |
| Feats | Improved Initiative, Skill Focus (Bluff), Weapon Finesse |
| Environment | Temperate freshwater |
| Organization | Solitary or household |
| Challenge Rating | 4 |
| Treasure | Standard |
| Alignment | Usually chaotic evil (this sinister variant) |
| Advancement | 7–10 HD (Medium) |
| Level Adjustment | — |
Combat
Water Clutch (Ex). Once per round on striking a Medium or smaller creature with a claw, the Wassernixe may attempt to start a grapple as a free action without provoking an attack of opportunity. Her grapple check is +12, incorporating a +8 racial bonus; normal movement and escape rules apply.
Spell-Like Abilities. Caster level 6th; 3/day—charm person (DC 15); 1/day—suggestion (DC 17) and water breathing. Saves are Charisma-based. These powers do not grant permanent enslavement.
Amphibious (Ex). She breathes air and water. She begins with a charm or a bargain, only grapples near deep water, and retreats before being surrounded.
The Water Woman of the Millpond
In German traditions, the telltale sign of a water woman can be a hem that never dries. Some Nixen appear entirely human; others have fishlike traits, green teeth or animal forms. Their songs do not always promise danger: some warn boatmen about floods, and some keep households beneath the water. This Wassernixe is among those who make captives of people at their pools.
She watches which ferryman travels alone, which miller will lie about a bargain, and who reaches for a silver comb lying in the mud. Her power is greater in a constricted, deep mill channel than in an open meadow. She might refuse a gift from a stranger and accept the same gift from a family that has respected the ford for generations.
Where Wassernixen Are Found
Nixen appear in folk accounts of rivers, wells, springs and deep ponds across German-speaking lands. The existing Strasbourg entry specifically records dangerous Wassernixen in the Ill channels, millponds and drowned crossings. That is a grounded campaign connection, not proof that every Rhine or Danube pool contains one. Other waters may be suitable but need their own confirmed local evidence.
Behaviour and Warning Signs
She collects combs, rings and offerings and listens to the shore. A favoured boat family may receive a warning about a rise in the river. A person who breaks a promise, damages the millpond or attempts to seize her property may instead hear singing from the wrong bank.
Signs include a wet footprint on dry stone, weed caught in a doorway above the waterline, or a voice carrying from beneath a stopped wheel. The signs are clues rather than automatic proof: a drowned person’s comb does not establish which creature took them.
If Violence Starts
The Wassernixe attempts an enchantment first, then moves towards whichever enemy is furthest from help. She wants one captive and a means of escape, not a fair fight with armed travellers. A successful grapple gives her a way to bring that captive towards deep water, but does not let her bypass the normal rules for escaping, movement, breathing or drowning.
At half her Hit Points, or when cut off from her submerged chamber, she tries to bargain or withdraw. A rope, a companion who can free a grappled ally, and a clear route back to the bank can change the outcome without killing her.
Encounter — The Silent Millpond
The millwheel stopped yesterday. Each evening it turns once, though no one is at the mill. The apprentice who went to investigate is alive on a dry ledge beneath the sluice. The Wassernixe claims the miller promised her the first thing lifted from the stream; he insists he accepted a flood warning, not a bargain for a human life.
What the Characters Find
The stone landing and its iron mooring ring stand 15 feet back from the water. Beneath the wheel is a pool 12 feet deep. A five-foot-wide submerged sluice leads into a 30-foot flooded passage ending at a latched hatch. Beyond it lies a 15-foot chamber with a ledge and trapped air. The apprentice can breathe there, but cannot safely swim the passage alone. A narrow second outlet leads from the chamber into the reeds: the Wassernixe’s escape route, not a magical disappearance.
An 80-foot rope tied to the mooring ring reaches the chamber with enough slack to secure a swimmer and help bring the apprentice back. A side grating beside the wheel can also be raised by two people working for two rounds, opening a route back to the bank. Tell the players about the ring, grating and rope before they commit to entering the water.
Clues Before the Dive
- Below the wheel: A silver comb is wedged beneath a sluice board; an old rope has been scraped almost through on the stone.
- At the landing: An elderly boatwoman heard the miller promise to keep a boundary stone standing and let water flow through the eastern channel. She cannot swear what he offered in return.
- From below: Three faint knocks carry through the hatch when the millwheel falls silent. The apprentice will lift its inner latch if someone knocks three times in reply.
Three Ways to Recover the Apprentice
- Make a bargain. The Wassernixe will accept repair of the boundary stone and a permanent trickle through the eastern channel. A DC 15 Charisma (Persuasion) check wins immediate release on the party’s word. On a failure she demands a tangible pledge, such as a named keepsake held until the work is done. The party can refuse and attempt the rescue instead; a failed check does not end negotiations forever.
- Enter by the sluice. Wedge the wheel with a DC 13 Strength (Athletics) check or suitable tools. On a failure the pin clatters, warning the Wassernixe; two characters can still secure the wheel together over two rounds without another check. A swimmer without a safety rope makes a DC 13 Strength (Athletics) check against the sluice current. Failure pushes the swimmer 10 feet back towards the open pool, not farther into the tunnel. A roped swimmer can be hauled back by companions on the landing. Opening the hatch takes a DC 14 Strength (Athletics) check or thieves’ tools check. A failed attempt makes noise and costs time; three deliberate knocks prompt the apprentice to unlatch it from inside. The rotten fastening can also be forced at the cost of later repairs.
- Confront the Wassernixe. She tries song and isolation before claws, and fights hardest in the deep water. Characters can use the grating, a secured rope and help from shore to recover a grappled companion. The apprentice remains behind the hatch while the fight continues; defeating the spirit is not a prerequisite for opening it.
If the Rescue Goes Wrong
Failed checks change the situation rather than sealing off the only route. Noise draws the Wassernixe to investigate; delay gives her time to demand a pledge; the current returns an unsecured swimmer to the pool. The apprentice’s answering knocks and the grating provide alternatives to a failed latch or wheel check. Track breathing, swimming and grappling using the chosen edition’s normal rules. Being dragged below the surface does not cause instant drowning.
At half her Hit Points, or when cut off from the chamber, the Wassernixe tries to bargain or withdraw through the reed outlet. Unless the characters have explicitly agreed otherwise, the apprentice remains alive on the chamber’s air ledge and can still be rescued after she leaves. If she has grappled an adventurer, her Drag Beneath ability moves that captive only as far as its printed rules allow; the captive can attempt to escape and allies can intervene. She does not automatically carry the apprentice away with her. If the whole party retreats, she sends her terms to the mill the next morning while the apprentice remains alive in the immediate aftermath.
Encounter scale: The CR 6 fifth-edition Wassernixe is a serious threat beside deep water, not a compulsory fight for a low-level party. The DCs above are fifth-edition suggestions; for Pathfinder 1e and D&D 3.5e, use equivalent checks and those editions’ own grapple and drowning rules. Neither version gains fifth-edition bonus actions.
Consequences and Adventure Leads
- The river toll: A halfling boat family near Strasbourg has honoured an old payment to the water woman for years. The magistrate forbids it; boats begin returning empty. They want the old terms restored.
- The comb: Three traders claim to have recovered the same silver comb, marked with the initials of someone who vanished twenty years ago.
- The draining: Workmen have begun lowering an old millpond and discovered letters and keepsakes in a flooded chamber. The spirit demands that they restore the water.
If the Wassernixe leaves, the disappearances may end but her flood warnings cease as well. If a bargain survives, somebody must keep it. Her treasure consists of river-worn personal objects, rings, hairpins and offerings rather than a tidy hoard.

German Folklore: Nix and Nixe
Nix, Nixe and Wasserfrau refer to diverse water-spirit traditions. Friedrich Ranke describes water women with the persistent wet hem, singing, human or fishlike appearances and varying relationships with the shore. They are not uniformly malevolent. In the Grimms’ The Water-Nixie (KHM 79), a water spirit holds children to hard work; The Nixe of the Mill-Pond (KHM 181) turns upon a bargain and the recovery of a loved one. The encounter above is campaign fiction inspired by those motifs, not an assertion that the collected tales occurred verbatim.
Sources and Further Viewing
Related Bestiary and Places
Sources and Licensing
The D&D 2024 rules are an original adaptation informed by SRD 5.2.1; the 2014 block follows the conventions of SRD 5.1 (both available under CC BY 4.0). The Pathfinder 1e and D&D 3.5e game mechanics are distributed using OGL 1.0a terms. None of these blocks is an official WotC or Paizo publication. These CRs are encounter estimates, not a substitute for playtesting the party and terrain.
Earlier 3.5e treatment: This entry previously reproduced the Wassernixe from J. C. Alvarez’s Monster Encyclopaedia II: Dark Bestiary (Mongoose Publishing, 2005). The publisher designated SRD-derived mechanics Open Game Content but reserved much of the surrounding prose and artwork. The current block is independently written and does not reproduce that surrounding book text.
Artwork: The two existing Wassernixe images are retained. The unrelated older Rackham illustration was removed from the main presentation. The PF1e and 3.5e mechanics here are designated Open Game Content; the new prose and encounter situations and illustrations are not. No publisher endorsement is implied.
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