This lithe, fey with iridescent blue-green skin, flowing water-like hair, and piercing sapphire eyes, exudes a captivating yet dangerous aura.
XP 1,600
CG Small fey (aquatic)
Init +6; Senses low-light vision; Perception +10
AC 20, touch 17, flat-footed 14 (+6 Dex, +1 size, +3 natural)
hp 22 (4d6+8)
Fort +4, Ref +10, Will +7
DR 10/cold iron; SR 15
Speed 30 ft., swim 40 ft.
Melee short sword +9 (1d4+1/19-20)
Ranged light crossbow +10 (1d6/19-20)
Spell-Like Abilities (CL 8th; concentration +14)
5/day—charm person (DC 18)
3/day—water breathing (CL 8th), minor image (DC 17)
1/day—control water, summon nature’s ally III (aquatic creatures only)
Str 12, Dex 22, Con 15, Int 18, Wis 19, Cha 23
Base Atk +2; CMB +7; CMD 17
Feats Weapon Finesse, Agile Maneuvers
Skills Bluff +13, Diplomacy +13, Escape Artist +13, Knowledge (nature) +10, Perception +10, Perform (sing) +13, Stealth +17, Swim +14
Languages Aquan, Common, Sylvan
SQ amphibious, change shape (Small/Medium aquatic animal or humanoid, polymorph), captivating song (DC 20), wild empathy +18
Wild Empathy (Ex): Functions like the druid's wild empathy, with a +8 racial bonus on wild empathy checks.
Captivating Song (Su): The River Nixie's song is an enchanting melody that ensnares the minds of those who hear it, compelling them towards the perilous depths of her watery realm. When the River Nixie sings, all creatures (except other nixies) within a 300-foot spread must succeed on a DC 20 Will saving throw or become captivated. A creature that successfully saves is immune to the same nixie's song for 24 hours. Captivated victims are compelled to move toward the nixie using the most direct means available, even if the path is fraught with danger such as through treacherous currents or over slippery riverbanks. In such cases, a captivated creature receives a second saving throw to end the effect before moving into such peril. While under the influence of the captivating song, victims can only defend themselves and are otherwise entranced. A victim within 5 feet of the nixie simply stands and offers no resistance to the nixie’s actions. This mesmerizing effect continues for as long as the nixie sings and for 1 round thereafter. This is a sonic, mind-affecting charm effect. The save DC is Charisma-based.
Change Shape (Su): As polymorph, allowing the River Nixie to assume the form of any Small or Medium aquatic animal or humanoid.
Minor Wish (Sp): Once per day, can create a magical effect equivalent to a 3rd-level spell in exchange for a gift or service.
Environment temperate and cold rivers and lakes
Organization solitary, pair, or troupe (3-6)
Treasure standard (light crossbow with 20 bolts, short sword, other treasure)
River Nixies are more powerful but far less sociable compared to their bog counterparts. They are known for their enigmatic and deceptive nature, often found lurking in the treacherous depths of rivers and lakes. These nixies are fiercely territorial of their aquatic domains, using their enhanced spell-like abilities not only to safeguard but to ensnare and beguile. They take a grim pleasure in luring unsuspecting travelers to their watery demise, reveling in the deceit and control they wield over those who stray too close to their domain. River Nixies, while capable of granting minor wishes, often do so in twisted ways, turning would-be rewards into cunning traps for the unwary, furthering their reputation as dangerous and unpredictable dwellers of the river wilds.