Feytouched (CR 1/2)
Alignment: Usually chaotic (any)
Initiative: +5; Senses: low-light vision and Spot +3
AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Hit Dice: 1d6-1 (2 hp)
Fort -1, Ref +3, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple +0
Attack: Dagger +0 melee, or shortbow +1 ranged
Full Attack: Dagger +0 melee, or shortbow +1 ranged
Damage: Dagger 1d4, or shortbow 1d6
Special Attacks/Actions: Charm person
Abilities: Str 10, Dex 13, Con 9, Int 10, Wis 10, Cha 13
Special Qualities: Immunity to mind-affecting effects
Feats: Improved Initiative
Skills: Bluff +5, Handle Animal +2, Hide +7, Knowledge (any one) +2, Move Silently +7, Sense Motive +4, Spot +3, and Survival +4
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or team (2-4)
Charm Person (Sp): Once per day, a feytouched can use charm person as the spell. Caster level equals Hit Dice, save DC 11.
Immunity to Mind-Affecting Effects (Ex): A feytouched is immune to all spells and effects with the mind-affecting descriptor.
Skills: Feytouched have a +2 racial bonus on Hide and Move Silently checks.
Feytouched rarely think of combat as something serious. They enjoy toying with their opponent, but can become truly enraged when things turn against them. They are usually baffling and erratic in combat.
Most fey first try to avoid combat by using their charm person ability. If that fails, they will fend off attacks until they can safely flee.