KING
Nixie

Nixie

Fey · no Crown (Mundane)

T1d4Minor

Water nymph singers, nixies charm to drown, homes in crystal streams.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (water-glamour)

Her song is a small, cold fey magic that turns a listener's own longing against them and draws them down beneath the water.

Passive

Amphibious

Breathes air and water. Must submerge at least once a day or takes 1 damage.

Maneuvers

Maneuver

Enchanting Song

One creature within 30 ft that can hear makes a Heart save (DC 11) or walks toward the nixie, charmed, save ends. Taking damage ends the charm.

Maneuver

Drowning Pull

Drags a charmed creature within 5 ft under the water. The victim takes 1 damage and keeps taking 1 Vigor damage at the start of each of its turns until it breaks free with a Body save (DC 11).

Tactics

GM tactics

Sings from the water's edge to charm passersby. Lures charmed victims into deep water. Pulls them under to drown. Flees into the depths if the charm fails.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.