Difference between revisions of "Nixie"

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| style="font-weight:bold;padding-right:8px;" | Moralee
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| style="font-weight:bold;padding-right:8px;" | Morale
 
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Revision as of 13:01, 26 January 2020

3’ tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.


Armor Class 7 [12]
Hit Dice 1 (4hp)
Attacks 1 × weapon (1d4) or 1 × group spell (charm)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P13 B15 S15 (E1)
Morale 6
Alignment Neutral
XP 10
Number Appearing 0 (2d20)
Treasure Type B

  • Shy: Will try to charm intruders, rather than entering combat.
  • Weapons: Daggers and small tridents (as spears).
  • 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.
  • Summon giant bass: Each nixie can summon one fish to aid in combat (see Giant Bass, p24).
  • Bestow water breathing: Can cast upon charmed slaves. Lasts for one day, then must be refreshed.