Size:
Small
Type:
Fey
Form:
biped
Temper:
guardian
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Light Crossbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Action
Lure
A nixie sings a magical melody. Every humanoid and giant within 300 feet of her that can hear her song must make a DC 13 Wisdom saving throw or be charmed until the song ends. The nixie must use a bonus action on her subsequent turns to continue singing. She can stop at any time. The song ends if the nixie is incapacitated. While charmed by the nixie, a target is incapacitated and ignores the songs of other nixies. If the charmed target is more than five feet away from the nixie, the target must move on its turn toward her by the most direct route, trying to get within five feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain such as lava or a pit, and whenever it takes damage from a source other than the nixie, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends. A target that successful saves is immune to the nixie's song for the next 24 hours.
Action
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Special
1/day
suggestion
Special
3/day each
charm person
Special
Amphibious
A nixie can breathe air and water.
Special
Innate Spellcasting
The nixie's spellcasting ability is Charisma (spell save DC 14), and requires no material components for the following spells:
Special
Shapechanger
A nixie can use her action to polymorph into a Small or Medium aquatic creature, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
short sword
5 (1d4-2/19-20)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Action
1 + special
1-4 + charm
Action
group spell
1 * weapon (1d4) or 1 * group spell (charm)
Special
Shy
Will try to charm intruders, rather than entering combat.
Special
Weapons
Daggers and small tridents (as spears).
Special
Charm
10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies' commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.
Special
Summon giant bass
Each nixie can summon one fish to aid in combat (see Giant Bass).
Special
Bestow water breathing
Can cast upon charmed slaves. Lasts for one day, then must be refreshed.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Weapon Finesse
Action
Melee 1
short sword +5 (1d4-2/19-20)
Action
Ranged 1
light crossbow +5 (1d6/19-20)
Special
1/day
water breathing (CL 12th)
Special
3/day
charm person (DC 15)
Special
Wild Empathy (Ex)
This ability works like the druid ability of the same name. The nixie's total includes a +8 racial bonus on wild empathy checks.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Grant Desire
Frequency: once per day
Effect: The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability.
Ability
Primal Innate Spells
DC 17, attack +9; 2nd water breathing; 1st charm (×3), hydraulic push
Ability
Wild Empathy
The nixie can use Diplomacy to Make an Impression on and make very simple Requests of aquatic or amphibious animals.
Offense
Melee
Circumstance: combat round (melee)
claw +7 [+3/-1] (agile, finesse), Damage 1d6 slashing
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Fey
Creatures of the First World are called the fey.
Language
Aquan
Sylvan
Perception
low-light vision
Weakness
cold iron 3
Nixies are capricious water spirits that dwell in lakes and other large bodies of fresh water. They make their homes in the deeper waters, weaving together lilies and other water plants to form simple yet elegant homes. They are green-skinned with dark green hair and silver eyes, comely in form and feature, and have webbed hands and feet. While not aggressive, they can entrance humanoids and lure them into the water to become servants of the nixies for a year, after which the being is released. During their time in captivity, the captives are given the ability to breath underwater.
5e SRD
3' tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.
OSE