Encounters: Cormanthor - The Midwood

Atomie (CR 1)

Tiny Fey
Alignment: Always chaotic neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
Languages: Sylvan and Common


AC: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Hit Dice: 1/2d6+1 (2 hp)
Fort +1, Ref +5, Will +3


Speed: 40 ft., fly 60 ft. (good)
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -11
Attack: Dagger +5 melee; or light crossbow +5 ranged
Full Attack: Dagger +5 melee; or light crossbow +5 ranged
Damage: Dagger 1d4-3; or light crossbow 1d6
Special Attacks: Spell-like abilities


Abilities: Str 5, Dex 17, Con 13, Int 12, Wis 13, Cha 14
Special Qualities: SR 16, wild empathy
Feats: Dodge; Weapon Finesse (dagger)
Skills: Concentration +4, Craft (any one) +4, Escape Artist +6, Handle Animal +4, Hide +14*, Listen +6, Move Silently +6*, Perform (dance, Search +6, Sense Motive +4, Spot +6, melody, and plus any other one) +6
Advancement: 1-3 HD (Tiny)


Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11 plus 2-4 grigs), or tribe (20-80)
Treasure: No coins; 50% goods; standard items


Source: Converted

Spell-Like Abilities: 3/day - blink, entangle, invisibility (self only), pass without trace, and speak with animals. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).

*Atomies receive a +5 racial bonus to Move Silently checks when in forest settings and their Hide check bonus increases to +9.

Atomies avoid combat when possible using their quickness to allude would be attackers. If cornered they rely on their spell-like abilities and dagger or crossbow to get them out of trouble.

The Atomie first appeared in the Monster Manual II (Gary Gygax, 1983).

Faerûnian Random Encounters by Region and Locale