Feyri (CR 2)

Medium Outsider (Native)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: Listen +2 and Spot +3


AC: 15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14
Hit Dice: 1d8 (4 hp); DR: 10/magic
Fort +1, Ref +3, Will +2
Speed: 30 ft., fly 40 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Longsword +2
Full Attack: Longsword +2
Damage: Longsword 1d8+1
Special Attacks/Actions: Demonic abilities
Abilities: Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 8
Special Qualities: Demonic abilities, elven traits, change shape
Feats: Stealthy
Skills: Bluff +3, Hide 4, Listen +2, Move Silently +2, Search +3, and Spot +3
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, band (2-8), or house (10-20)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Demonic Abilities: Each fey'ri has four special abilities drawn from following list:

Fey'ris can use their spell-like abilities once per day; their caster level is 1st level or their character level.

Elven Traits (Ex): Like elves, fey'ris benefit from a number of racial traits.

Alternate Form (Su): Like their succubus and incubus ancestors, fey'ris can change their shape at will, though they are limited to humanoid forms of approximately their own height and weight.

Skills: Fey'ris gain a +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.