feys-of-darkmoon

Pathfinder One-Shot adventure involving feys in Andoran's Darkmoon Wood

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nixie

Nixie Druid - created with Hero Lab® As it gracefully swims through the water, it becomes clear that this small, green-skinned creature has webbed hands and feet. Its hair is the color of seaweed, and small pearls and shells are wrapped within.

Nixie Druid    CR 3
XP 800
Female nixie druid 3 (Pathfinder RPG Bestiary 3 201)
N Small fey (aquatic)
Init +3; Senses low-light vision; Perception +9

Defense

AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 28 (5 HD; 2d6+3d8+8)
Fort +4, Ref +7, Will +7
DR 5/cold iron; SR 12

Offense

Speed 20 ft., swim 30 ft.
Melee dagger +7 (1d3-2/19-20)
Ranged underwater light crossbow +7 (1d6/19-20)
Spell-Like Abilities (CL 6th; concentration +10)
   3/day—charm person (DC 17)
   1/day—water breathing
Domain Spell-Like Abilities (CL 3rd; concentration +4)
   4/day—icicle (1d6+1 cold)
Druid Spells Prepared (CL 3rd; concentration +4)
   2nd—fog cloudD, resist energy
   1st—entangle (DC 12), hydraulic pushAPG, ice armor, obscuring mistD
   0 (at will)—detect poison, guidance, know direction, stabilize
   D Domain spell; Domain Water domain

Statistics

Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 18
Base Atk +3; CMB +0; CMD 14
Feats Ability Focus (charm person), Dodge, Weapon Finesse
Skills Acrobatics +7 (+3 to jump), Bluff +9, Climb +2, Craft (crystal carving) +3, Diplomacy +8, Escape Artist +8, Handle Animal +9, Heal +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +7, Knowledge (religion) +2, Perception +9, Perform (sing) +8, Sense Motive +5, Sleight of Hand +7, Spellcraft +5, Stealth +12, Survival +7, Swim +10, Use Magic Device +8
Languages Aquan, Druidic, Sylvan
SQ amphibious, nature bond (Water domain), nature sense, trackless step, wild empathy +15, woodland stride
Combat Gear pearl of power (1st level), potion of cat's grace, wand of barkskin (7 charges), wand of calm animals (5 charges), wand of cure light wounds (20 charges); Other Gear ice armor, dagger, underwater light crossbowARG with 10 bolts, goodberry (8), backpack, belt pouch, blanketAPG, feed (per day), flint and steel, holly and mistletoe, mess kitUE, pot, soap, spell component pouch, torch (5), trail rations (3), waterskin, wooden holy symbol of Hanspur

Ecology

Environment temperate aquatic
Organization gang (2-4), band (6-11), tribe (20-80)
Treasure value 200 gp (pearls and shells)

Special Abilities

Amphibious (Ex) You can survive indefinitely on land.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle 1d6+1 cold (4/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Resistance (12) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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