Glaistig Mindbender (CR 8)

Medium Fey
Alignment: Always chaotic neutral
Initiative: +3 (Dex); Senses: low-light vision, Listen +10, and Spot +9
Languages: Common, Elven, and Sylvan


AC: 21 (+3 Dex, +4 natural, +2 bracers of armor +2, +2 ring of protection +2), touch 15, flat-footed 18
Hit Dice: 6d6+18 plus 5d4+15 (66 hp); DR: 5/cold iron
Fort +6, Ref +9, Will +14
Speed: 30 ft., swim 50 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +5
Attack: Dagger of venom +6 melee or bite +5 melee
Full Attack: Dagger of venom +6 melee (1d4+1 and poison) and bite +0 melee (1d6)
Damage: Dagger of venom 1d4+1/19-20 and poison, bite 1d6
Special Attacks/Actions: Beguiling song, blood drain, spell-like abilities, spells
Abilities: Str 10, Dex 16, Con 16, Int 12, Wis 17, Cha 24
Special Qualities: resistance to cold 10 and fire 10, water breathing, water symbiosis, 5th-Level Sorcerer
Feats: Ability Focus (beguiling song); Alertness; Iron Will; Spell Focus (enchantment)
Skills: Bluff +17, Concentration +13, Diplomacy +15, Disguise +14 (+16 acting), Escape Artist +10, Hide +6, Intimidate +16, Knowledge (nature) +5, Listen +10, Move Silently +9, Sense Motive +13, Spot +9, Swim +17, and Use Rope +3 (+5 with bindings)
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary
Treasure/Possessions: Standard plus dagger of venom, bracers of armor +2, and ring of protection +2

Source: Monster Manual III

The save DCs for this glaistig sorcerer's beguiling song (DC 22) and spell-like abilities (hypnotism DC 18, suggestion DC 20) are adjusted for its higher Charisma score.

Typical Sorcerer Spells Known: (6/8/6): 0 - daze* (DC 18), detect magic, ghost sound (DC 17), prestidigitation, resistance, touch of fatigue (+5 melee touch; DC 17); 1st - charm person* (DC 19), disguise self, mage armor, magic missile; 2nd - daze monster* (DC 20), touch of idiocy (+5 melee touch; DC 19).