Hybsil (CR 1)
Small Fey
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: 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)
Treasure/Possessions: Standard
Source:
Monster Compendium: Monsters of Faerûn
Hybsils are woodland nomads devoted to deities of nature, their families, and crazy acts of bravery.
They look like 3-foot-tall centaurs with the bodies of antelopes instead of horses. Coloration of their antelope bodies varies, covering the entire spectrum of browns, blacks, stripes, and spots found in normal antelopes. They live in tribes of twenty to eighty individuals and hunt across a wide range of territory, often quite distant from their camps in order not to lead enemies to their families. Males have large forking antler that molt in the dead of winter and grow back in the spring. Female hybsils have smaller straight or spiral antlers without branches, year round.
Combat
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.
HYBSIL CHARACTERS
Hybsil characters most often gain levels as druids, rangers, sorcerers and rogues. Hybsil clerics, which are rare, choose between the domains of Luck, Nature, and Trickery.
HYBSIL SOCIETY
Unlike their playful cousins, the pixies, hybsils cannot turn invisible, and therefore have more earnest attitudes toward questions of honor, responsibility, and survival. The three main virtues of hybsil society are obligation, vengeance, and daring. Obligations are weighed by the elders, who keep track of favors owed both within and outside the tribe. The females, who have longer memories than the more impetuous hybsil males, usually call for vengeance. Daring is the prerogative of young hunters and warriors, both male and female, who count it honorable to dart among enemies, stab them once, and escape. Few hybsils seek the company of non-hybsils. Some tribes maintain generally positive, though distant, relationships with humans, gnomes, and other neighbors. Other tribes have been betrayed or attacked so often that they count all strangers as foes until proven otherwise.
IN THE REALMS
The Zhents of Zhentil Keep have a long history of paying a bounty of up to 1 gp per point on a hybsil antler, as long as its magical efficacy can be assured by virtue of being attached to a hybsil scalp - molted antlers won't do for the Zhents' alchemists. Meanwhile, in the Silver Marches, a 14th-level hybsil druid who worships Lurue and goes by the name of Five Point has become the leader of the second largest druid circle in the northlands. Five Point has three dire wolverines and an owl as animal companions. He is notorious for putting a 13 gp bounty on Zhentish scalps.