This small whimsical-looking creature darts about swiftly on wildly colored gossamer wings.
Pixie (CR 4)
XP 1,200
CN Small Fey
Init +5; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +10
DEFENSE
AC 18, touch 17, flat-footed 12 (+5 dex, +1 dodge, +1 natural, +1 size)
hp 27 [42] (6d6+6)
mp 14
Fort +3, Ref +10, Will +8
Defensive Abilities Invisibility;
DR 10/cold iron;
Resist Holy 15;
SR 15;
Weakness Shadow
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee Shortsword +9 (1d4-2/19-20)
Range Longbow +9 (1d6-2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Zephyr Arrow
Special Abilities Autumn Breeze
Spells Known (FC CL 6th, Concentration +9)
At will (DC 13) – Dancing Lights, Daze, Holy Orb
1st (DC 14) – Color Spray, Cure, Light
STATISTICS
Str 7, Dex 21, Con 12, Int 16, Wis 16, Cha 16
Base Atk +3; CMB +0; CMD 16
Feats Dodge, Light Focus, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +10, Sense Motive +11, Stealth +16, Use Magic Device +10
Language Common, Sylvan
Gear Shortsword, Longbow (10 arrows)
SPECIAL ABILITIES
Autumn Breeze (Su)
3/day, a pixie surrounds herself in a reddish-green breeze that heals for 3d8+12 points of damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).
Invisibility (Su)
This ability is constant, but the pixie can suppress or resume it as a free action. If they get hit or attack in any form they become visible for 1d4 rounds.
Zephyr Arrow (Su)
3/day, a pixie shoots out a green arrow towards her opponent within 60 ft. The pixie must makes a ranged touch attack (+9), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).