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    Wardstone Guardian (Nixie Rogue 5)


    Nixie Rogue CR 5

    XP 3,200
    Female nixie rogue 5
    NE Small fey (aquatic)
    Init +6; Senses low-light vision;
    Perception +8

     DEFENSE

    AC 18, touch 18, flat-footed 11 (+6 Dex, +1 dodge, +1 size)
    hp 43 (7 HD; 2d6+5d8+14)
    Fort +3, Ref +13, Will +4
    Defensive Abilities evasion, uncanny dodge; DR 5/cold iron; SR 12

     OFFENSE

    Speed 20 ft., swim 30 ft.
    Melee short sword +11 (1d4/19–20)
    Ranged +1 shortbow +12 (1d4+1/x3)
    Special Attacks lure (DC 16), sneak attack +3d6 plus 3 bleed
    Spell-Like Abilities (CL 12th; concentration +16)

    3/day—charm person (DC 16)
    1/day—water breathing

     TACTICS

    Before Combat She observes intruders from the pool while in fish form to discern their intent. Then she reverts to her natural form to drink her potion of resist energy before swimming to the water's surface to speak with them. A Sense Motive check (DC 22) detects the nixie stalling for time during the conversation—she waits only long enough for the next obscuring mist from the wardstones before attacking (see Hazard).
    During Combat She knows the pool well enough to time the waves of mist to her advantage. On any round while her vision remains unimpeded, she keeps her distance, rising from the water to shoot opponents with her bow and making sure to use her Deadly Aim feat and bleeding attack ability if possible, selectively targeting spellcasters with sleep arrows. During rounds with the
    obscuring mist in place, She uses her lure ability instead, drawing victims into the pool and the waiting vortex of her elemental ally. She uses sneak attack underwater on anyone left in the pool.
    Morale As the final guardian of the wardstones, she fights to the death, only temporarily retreating to drink her potion of cure moderate wounds before resuming the attack.

     STATISTICS

    Str 10, Dex 22, Con 14, Int 12, Wis 10, Cha 21
    Base Atk +4; CMB +3; CMD 19
    Feats
    Deadly Aim, Dodge, Point-Blank Shot, Precise Shot, Weapon Finesse
    Skills Acrobatics +14,
    Bluff +12, Craft (jewelry) +5, Diplomacy +12, Escape Artist +15, Handle Animal +12, Knowledge (nature) +10, Linguistics +5, Perception +8, Perform (dance) +12, Perform (sing) +12, Sense Motive +8, Stealth +17, Swim +17
    Languages Aquan, Elven, Sylvan
    SQ amphibious, change shape (Small or Medium aquatic creature, beast shape I), rogue talents (bleeding attack, combat trick), trapfinding, trap sense +1, wild empathy +13
    Combat Gear potion of cure moderate wounds, potion of resist energy (electricity) ; Other Gear +1 shortbow, sleep arrows (6), cold iron arrows (20), short sword, aquamarine necklace worth 250 gp with matching bracelets worth 50 gp each

    SPECIAL ABILITIES

    Wild Empathy +13 (Ex)

    She has a total modifier of +13 when making Wild Empathy checks. This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.

    Amphibious (Ex)

    She has the aquatic subtype, but she can survive indefinitely on land.

    Change Shape

    She can change shape into any small or medium aquatic creature as the spell beast shape I.

    Lure (Su)

    This ability functions just like a harpy’s captivating song. A DC 16 Will save negates this effect. The save DC is Charisma-based.

    Sneak Attack 3d6

    As a 5th level rogue she deals 3d6 sneak attack damage.

    Bleeding Attack (3)

    In addition to sneak attack damage, she also deals 3 bleed damage per sneak attack.

    Combat Trick

    She gains a bonus combat feat.

    Trapfinding


    Trap Sense +1