Nixie (CR 1)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, Listen +6, and Spot +6
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Hit Dice: 1d6 (3 hp); DR: 5/cold iron
Fort +0, Ref +5, Will +3
Speed: 20 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: Shortsword +4 melee or light crossbow +4 ranged
Full Attack: Shortsword +4 melee; or light crossbow +4 ranged
Damage: Shortsword 1d4-2/19-20; or light crossbow 1d6/19-20
Special Attacks/Actions: charm person
Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
Special Qualities: Amphibious, SR 16, water breathing, wild empathy
Feats: Alertness; Dodge; Weapon Finesse
Skills: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, and Swim +6
Advancement: 2-3 HD (Small)
Climate/Terrain: Temperate aquatic
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Treasure/Possessions: No coins, 50% goods (metal or stone only), 50% items (no scrolls)
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 +2 on Listen and Spot checks and +5 racial bonus to Hide checks when in the water.
Sprites fight their opponents with spells and pint-sized weaponry. They prefer ambushes and other trickery to direct confrontation.
Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.