Nixie, Stromkarl

Family: Nixie

Medium fey, neutral

Armor Class 14 (natural armor)
Hit Points 85 (10d8+40)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 18 (+4) 12 (+1) 13 (+1) 18 (+4)

Skills Animal Handling +8, Deception +4, Insight +3, Perception +3, Performance +6, Persuasion +6, Stealth +5
Senses darkvision 60 ft., passive Perception
Languages Aquan, Sylvan
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Amphibious. The stromkarl can breathe air and water.
  • Innate Spellcasting. The stromkarl’s innate spellcasting ability is Charisma (spell save DC 14). The stromkarl can innately cast the following spells, requiring no material components:
  • Magic Resistance. The stromkarl has advantage on saving throws against spells and other magical effects.
  • Whitewater Blessing. A stromkarl within 30 ft. of a waterfall, rapids, or similar splashing whitewater adds its Charisma bonus to its AC and cannot be tripped or moved unwillingly.

ACTIONS

  • Multiattack. The stromkarl makes two spear attacks or two longbow attacks.
  • Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 3 (1d6) cold damage.
  • Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage and 3 (1d6) cold damage, or 4 (1d8) piercing damage and 3 (1d6) cold damage if used with two hands to make a melee attack.
  • Luring Song. The stromkarl sings a magical melody. Every humanoid and giant within 300 feet of the stromkarl that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The stromkarl must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the stromkarl is incapacitated. While charmed by the stromkarl, a target is incapacitated and ignores the songs of other stromkarls. If the charmed target is more than 5 feet away from the stromkarl, the target must move on its turn toward the stromkarl by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the stromkarl, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this stromkarl’s song for the next 24 hours.
  • Minor Wish (1/Day). A stromkarl creates a magical effect in exchange for a gift or service from a humanoid. The power of this “wish” is no greater than what can be accomplished with any 3rd-level spell.
  • Water Jet (Recharge 5–6). The stromkarl sends a torrent of water 5 feet wide and up to 60 feet long in any direction away from it. Each creature in the line must succeed on a DC 14 Strength saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and, if it is Large or smaller, is pushed up to 15 feet directly away from the stromkarl and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone. The water disperses gas or vapor, and it extinguishes flames in the area and leaves creatures and surfaces sopping wet.

ABOUT

Always male, stromkarls are human-sized relatives of nixies that dwell in and around waterfalls and rushing whitewater. A stromkarl’s musical voice mingles with the sound of the waters, often accompanied by a stringed instrument like a harp or fiddle. Their music is enchanting, and some stromkarls are blamed for luring women and children to their doom.

Enigmatic Patrons. Stromkarls can be kindly, and are said to grant gifts to creatures they favor or who can perform a service for them. Some stromkarls may become patrons of heroes, aiding them or even tutoring them into a greater destiny. More whimsically inclined stromkarls sometimes set brave seekers of their aid on embarrassing tasks for their own amusement, while malicious ones may set rather cruel requirements, using their powers as a lure to inveigle lovers into their arms or setting up a tragically ironic fate for those who ask their aid one too many times. Waterfall Spirit. A stromkarl is bound to a waterfall or place of rushing waters as a dryad is to her tree, and feels calmest and quick to recuperate near its bound site. If the waterfall is polluted or stopped up, the stromkarl is poisoned. If the water ceases permanently, the stromkarl is incapacitated and eventually fades away.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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