Sprite, Nixie

Small Fey (Aquatic) — CR 1

Monster Manual v.3.5 (MM), p. 2353.5
Hit Dice
1d6 (3 hp)
Initiative
+3
Speed
Land 20 ft
Armor Class
14, touch 14, flat-footed 11
Base Attack / Grapple
+0/-6
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)
STR
7
DEX
16
CON
11
INT
12
WIS
13
CHA
18
Fort / Ref / Will
+0 / +5 / +3
Challenge Rating
1
Alignment
Always Neutral
Organization
Gang (2–4), band (6–11), or tribe (20–80)
Treasure
No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Environment
Aquatic
Level Adjustment
+3
Spell Resistance
16

Special Abilities

Charm PersonDamage ReductionAmphibiousLow-Light VisionSpell ResistanceWater BreathingWild Empathy

Feats

This being looks something like a small elf. It has green skin, webbed fingers and toes, pointed ears, and wide silver eyes.

Description

Sprites are reclusive fey. They go out of their way to fight evil and ugliness and to protect their homelands. Legend claims that sprites die only through injury or disease.

Nixies are aquatic sprites who dwell in and protect pristine ponds and lakes. They are even more reclusive than most fey and tend to treat intruders with suspicion and hostility.

Most nixies 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.

Nixies speak Aquan and Sylvan. Some also speak Common.

Combat

Sprites fight their opponents with spell-like abilities and pintsized weaponry. They prefer ambushes and other trickery over direct confrontation.

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 charm person 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 nixies 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). Nixies 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: All sprites have a +2 racial bonus on Search, Spot, and Listen checks. 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.