Difference between revisions of "Nixie"

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''3’ tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.''
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3’ tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.
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{{monster
{|
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| ac = 7 [12]
| style="font-weight:bold;padding-right:8px;" | Armour Class
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| hd = {{hd|1}} (4hp)
| 7 [12]
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| at = 1 × weapon (1d4) or 1 × group spell (charm)
|-
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| th = 19 [0]
| style="font-weight:bold;padding-right:8px;" | Hit Dice
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| mv = 120’ (40’)
| 1 (4hp)
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| sv = D12 W13 P13 B15 S15 (Elf 1)
|-
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| ml = 6
| style="font-weight:bold;padding-right:8px;" | Attacks
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| al = Neutral
| 1 × weapon (1d4) or 1 × group spell (charm)
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| xp = 10
|-
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| na = 0 (2d20)
| style="font-weight:bold;padding-right:8px;" | THAC0
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| tt = B
| 19 [0]
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}}
|-
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* '''Shy:''' Will try to charm intruders, rather than entering combat.
| style="font-weight:bold;padding-right:8px;" | Movement
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* '''Weapons:''' Daggers and small tridents (as spears).
| 120’ (40’)
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* '''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 (General)|magic items]]; unable to harm the nixies. Killing the nixies breaks the charm.
|-
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* '''Summon giant bass:''' Each nixie can summon one fish to aid in combat (see '''''[[Fish, Giant Bass|Giant Bass]]''''').
| style="font-weight:bold;padding-right:8px;" | Saving Throws
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* '''Bestow water breathing:''' Can cast upon charmed slaves. Lasts for one day, then must be refreshed.
| D12 W13 P13 B15 S15 (E1)
 
|-
 
| style="font-weight:bold;padding-right:8px;" | Morale
 
| 6
 
|-
 
| style="font-weight:bold;padding-right:8px;" | Alignment
 
| Neutral
 
|-
 
| style="font-weight:bold;padding-right:8px;" | XP
 
| 10
 
|-
 
| style="font-weight:bold;padding-right:8px;" | Number Appearing
 
| 0 (2d20)
 
|-
 
| style="font-weight:bold;padding-right:8px;" | Treasure Type
 
| B
 
|}
 
  
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[[Category:Persons]]
* ''' 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 ([[Giant_Fish#Giant_Bass]]).
 
* ''' Bestow water breathing:''' Can cast upon charmed slaves. Lasts for one day, then must be refreshed.
 

Latest revision as of 09:51, 9 November 2022

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


Armour 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 (Elf 1)
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).
  • Bestow water breathing: Can cast upon charmed slaves. Lasts for one day, then must be refreshed.