“Enchanting and Treacherous: Discover the Secrets of the Nixie, the Water Nymph!”
Small fey (aquatic), neutral good
Armor Class 13 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft., swim 60 ft.
|10 (+0)||16 (+3)||14 (+2)||12 (+1)||13 (+1)||14 (+2)|
Skills Perception +3, Stealth +5
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, Sylvan
Challenge 2 (450 XP)
Amphibious. They can breathe both air and water.
Innate Spellcasting. The nixie’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
- At will: druidcraft
- 3/day each: charm person, water breathing
Speak with Beasts and Plants. They can communicate with beasts and plants as if they shared a language.
Water Form. They can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Spellcasting. They is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The nixie has the following druid spells prepared:
- Cantrips (at will): druidcraft, guidance, resistance
- 1st level (4 slots): cure wounds, entangle, speak with animals
- 2nd level (2 slots): moonbeam, pass without trace
Fey Charm. The nixie targets one humanoid or beast that it can see within 30 feet of it. If the target can see the nixie, it must succeed on a DC 12 Wisdom saving throw or be magically charmed. The charmed creature regards the nixie as a trusted friend to be heeded and protected. Although the target isn’t under the nixie’s control, it takes the nixie’s requests or actions in the most favorable way it can, and it is a willing target for the nixie’s touch spells.
Each time the nixie or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the nixie is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Luring Song (Recharge 5-6). They sing a captivating melody. Each humanoid and beast within 30 feet of the nixie that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute. The charmed creature is incapacitated and has a swimming speed of 0 feet. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nixie’s Luring Song for the next 24 hours.
Change Shape. The nixie magically polymorphs into a female humanoid or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
The Nixie is a small fey creature that primarily inhabits aquatic environments, such as clear lakes, tranquil rivers, and secluded ponds. These enchanting creatures are often found in natural landscapes surrounded by lush vegetation and shimmering waters. They favor areas with a mix of aquatic plants and gently swaying reeds, providing them with both shelter and a means to blend into their surroundings.
Nixies are known to build their homes beneath the water’s surface, fashioning charming underwater grottos adorned with shells, colorful corals, and twinkling crystals. They are skilled at creating intricate underwater gardens, adding to the beauty and allure of their dwellings.
These ethereal beings are most active during the twilight hours, when the light dances upon the water’s surface, creating a mesmerizing ambiance. They often gather in groups, playfully engaging in song and dance under the moonlit sky. Nixies have an inherent connection with nature, and their presence brings a sense of tranquility and magic to the surrounding environment.
While their primary domain lies in aquatic regions, they are also known to venture into nearby forests and meadows, where they form close bonds with other woodland creatures and flora. Their harmonious relationship with nature allows them to communicate effortlessly with animals and plants, fostering a sense of balance and protection in their surroundings.
In their serene and captivating world, Nixies take on the role of guardians, watching over the waters and the creatures that dwell within them. Their affinity for spells and innate magical abilities enables them to safeguard their habitats from threats and bring harmony to the creatures that share their domain.
Nixies are sprites, beings of the water.
Although the male doesn’t often show himself to humans. The female however, is often seen sitting in the sun on the banks of their watery homes. Nixie maidens are beautiful with long hair and blue eyes. If a man tries to spy on their beauty, the song of the maiden can cause them to lose their wits. They protect pristine ponds and lakes. They are very reclusive and treat intruders with suspicion and hostility.
Most are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A nixie stands about 4 feet tall and weighs about 45 pounds.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, Expert Boxed Set, 1E Monster Manual 1, Rules Cyclopedia, Monstrous Manual
|Small fey (Aquatic)|
|Hit Dice||1d6 (3 hp)|
|Speed||20 ft. (4 squares), Swim 30 ft.|
|Armor Class||14 (+1 size, +3 Dexterity), touch 14, flat-footed 11|
|Attack||short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20)|
|Full Attack||short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20)|
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Charm Person|
|Special Qualities||Amphibious, damage reduction 5/cold iron, Low-Light Vision, Spell Resistance 16, water breathing, wild empathy|
|Saves||Fort +0, Ref +5, Will +3|
|Abilities||Strength 7, Dexterity 16, Constitution 11, Intelligence 12, Wisdom 13, Charisma 18|
|Skills||Bluff+8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, HideHide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6|
|Feats||DodgeB, Weapon Finesse|
|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)|
Nixies rely on their Charm Person ability to deter enemies, entering combat only to protect themselves and their territory.
Charm Person (Sp) A nixie can use Charm Person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform 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. The save DC is Charisma-based.
Amphibious (Ex) Although they are aquatic, they can survive indefinitely on land.
Water Breathing (Sp) Once per day a nixie can use water breathing as the spell (caster level 12th). They usually bestow this effect on those they have charmed.
Wild Empathy (Ex) This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water.