This small whimsical-looking creature darts about swiftly on wildly colored gossamer wings.
Pixie (CR 4)
CN Small Fey
Init +5; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +10
AC 18, touch 17, flat-footed 12 (+5 dex, +1 dodge, +1 natural, +1 size)
hp 19 (4d6+4)
Fort +2, Ref +9, Will +7
Defensive Abilities Invisibility; DR 10/cold iron; Resist Holy 15; SR 15
Speed 20 ft., Fly 60 ft. (perfect)
Melee Shortsword +8 (1d4-2/19-20)
Range Longbow +8 (1d6-2/x3)
Space 5 ft.; Reach 5 ft.
Special Abilities Autumn Breeze
Spells Known (FC CL 4th, Concentration +7)
At will (DC 13) – Dancing Lights, Daze, Holy Orb
1st (DC 14) – Color Spray, Cure, Light
Str 7, Dex 21, Con 12, Int 16, Wis 16, Cha 16
Base Atk +2; CMB -1; CMD 15
Feats Dodge, 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)
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).
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 (+8), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 15 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).