Nixe
Medium fey, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 171 (18d8 + 90)
Speed 30 ft., Swim 50 ft.
STR 14 (+2) · DEX 18 (+4) · CON 20 (+5) · INT 16 (+3) · WIS 16 (+3) · CHA 20 (+5)
Saving Throws Dex +7, Con +8, Wis +6, Cha +8
Skills Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +7
Senses Darkvision 120 ft., passive Perception 16
Languages Common, Sylvan, Aquan
Challenge 8 (3,900 XP)
Traits
Amphibious. The Nixe can breathe air and water.
Legendary Resistance (2/Day). If the Nixe fails a saving throw, she can choose to succeed instead.
Watery Stealth. The Nixe has Advantage on Dexterity (Stealth) checks while wholly or partially submerged in water.
Actions
Multiattack. The Nixe makes three attacks: one with her Drowning Grasp and two with her Water Stream. She can replace one attack with one use of her Spellcasting.
Drowning Grasp. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Bludgeoning damage. If the target is Large or smaller, it gains the Grappled condition (escape DC 16). Until this grapple ends, the target has the Restrained condition, and the Nixe can't use this attack on another target.
Water Stream. Magic Attack: +8 to hit, range 60 ft., one target. Hit: 15 (3d6 + 5) Cold damage, and the target is automatically knocked Prone by the sheer force of the water.
Spellcasting. The Nixe casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (Spell Save DC 16):
At Will: Charm Person (PHB, p. 249), Shape Water (XGE, p. 164)
1/Day Each: Control Water (PHB, p. 256), Hold Person (PHB, p. 286; If a creature fails its saving throw against this spell, the Paralyzed condition lasts only until the end of its next turn).
Lair Actions
On initiative count 20 (losing initiative ties), the Nixe can take a Lair Action to cause one of the following effects; she can't use the same effect two rounds in a row:
Surge of the Deep: The pond violently overflows. Each creature of the Nixe's choice within 20 feet of the water's edge must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet directly toward the water and knocked Prone.
Haunting Melody: A sorrowful, bewitching tune echoes from the depths. One creature the Nixe can see within 60 feet must make a DC 16 Wisdom saving throw. On a failure, the creature must use its reaction (if available) to move its speed directly toward the center of the pond.
Lore
A water sprite, abductor of humans.
Many years ago, a miller and his wife lived happily. Business boomed, money was plentiful, and every year their fortune grew. Then their luck turned. Their savings vanished, and the miller soon found himself neck-deep in debt, on the verge of losing even the mill where they lived. Sorrow weighed on him; after each day’s work he tossed sleeplessly, consumed by worry.
One night he woke before dawn and stepped outside to clear his head. As the sun began to rise he passed the pond by the dam and heard a splash. He turned and saw an astonishingly beautiful woman rising from the water, her long hair covering her pale skin. He knew at once she was a Nixe and froze in fear.
From Grimm Legends Bestiary 5E, p. 52 · Fern Flower Press