Hybsil (CR 1)
Alignment: Usually neutral good
Initiative: +3 (Dex); Senses: Listen +3 and Spot +3
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 1d6+1 (4 hp)
Fort +1, Ref +5, Will +2
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Dagger +3 melee; or shortbow +3 ranged
Full Attack: Dagger +3 melee; or shortbow +3 ranged
Damage: Dagger 1d4-1; or shortbow 1d6
Special Attacks/Actions: Sleep arrows (10% chance)
Abilities: Str 8, Dex 17, Con 13, Int 13, Wis 10, Cha 10
Special Qualities: Spell-like abilities, poison immunity
Feats: Dodge; Mobility; Weapon Finesse
Skills: Bluff +3, Craft (any one) +4, Disable Device +3, Hide +10, Jump +12, Listen +3, Search +3, Spot +3, Survival +7, and Use Rope +4
Advancement: By character class
Climate/Terrain: Temperate plain and forest
Organization: Solitary, hunting party (2-4), war party (12-16), or full tribe (20-80)
Before attacking, hybsils use their mirror image ability so that their foes will face three or four leaping, arrow-firing hybsils for every hybsil who is actually present. Unless they are deliberately attempting to prove their courage, hybsils avoid hand-to-hand combat, preferring to use their mobility to dart in and out of hiding, fire arrows and retreat.
Sleep Arrows: There is a 10% chance that an individual hybsil will have 1d3 sleep arrows acquired from the pixies. Hybsils husband such arrows carefully, preferring to use them only in life-or-death situations. A creature struck by a sleep arrow must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell.
Spell-Like Abilities (Sp): Hybsil have the following spell like abilities, each usable once per day: pass without trace (as a 3rd-level druid) and three abilities used with effects equivalent to the spells of the same name cast by a 1st-level sorcerer: dancing lights, mirror image and jump.
See Invisibility (Su): Though hybsils cannot turn invisible, they are at least able to cope with their sprite relatives by seeing invisible beings and objects at will.
Poison Immunity (Ex): Hybsils are immune to poisons of all types.
Skills: Hybsils have a +4 racial bonus on Disable Device and Search checks for purposes of locating and disabling outdoor traps (such as snares and pits). These bonuses only apply outdoors, in plains and forests, where hybsils may use the skills as if they were rogues. If hybsils gain levels as rogues, their Disable Device and Search skill modifiers are increased by +4 when they are locating and disabling outdoor traps. In addition, hybsils gain a +2 racial bonus on Jump checks and a +4 racial bonus on Survival checks. Hybsils also gain Mobility as a bonus feat.