This small white whimsical-looking creature darts about swiftly on pink colored gossamer wings.
Seelie (CR 6)
CN Small Fey
Init +11; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +14
AC 22, touch 19, flat-footed 14 (+7 dex, +1 dodge, +3 natural, +1 size)
hp 39 (8d6+8)
Fort +3, Ref +13, Will +12
Defensive Abilities Charmed Life, Invisibility; DR 10/cold iron; Resist Holy 15; SR 17
Speed 20 ft., Fly 60 ft. (perfect)
Melee Longsword +12 (1d6-1/19-20)
Range Longbow +12 (1d6-1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Lethe Arrow, Spring Breeze, Zephyr Arrow
Special Abilities White Wind
Spells Known (FC CL 8th, Concentration +12)
At will (DC 14) – Dancing Lights, Daze, Holy Orb, Ghost Sound
1st (DC 15) – Color Spray, Cure, Heal, Light, Mage Armor, Silent Image
2nd (DC 16) – Blur, Cure II, Healara, Jitterbugs, Light II, Magic Mouth
3rd (DC 17) – Cura, Cure III, Dispel, Displacement, Light III, Lightra
4th (DC 18) – Esuna, Holy, Illusory Wall, Light IV
Str 8, Dex 24, Con 13, Int 16, Wis 18, Cha 18
Base Atk +4; CMB +2; CMD 19
Feats Combat Casting, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Bluff +14, Escape Artist +16, Fly +22, Knowledge (nature) +14, Perception +14, Sense Motive +15, Stealth +20, Use Magic Device +14
Language Common, Sylvan
Gear Longsword, longbow, quiver (10 arrows)
Charmed Life (Ex)
A seelie gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
A seelie remains invisible even when it attacks. This ability is constant, but the seelie can suppress or resume it as a free action.
Lethe Arrow (Su)
1/day, a seelie shoots out a blue arrow towards her opponent within 60 ft. The seelie must makes a ranged touch attack (+11), if it hits, the attack deals 8d6 points of wind damage and inflicts Silence status effect for 1d6 rounds (Will save DC 19 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).
Spring Breeze (Su)
1/day, a seelie surrounds herself in a bluish-yellow breeze within a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 17) or be inflicted with Sleep status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
White Wind (Su)
1/day, a seelie summons a soft healing wind, healing herself and all nearby allies within 30 ft. for 4d6+15 points of damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
Zephyr Arrow (Su)
5/day, a seelie shoots out a green arrow towards her opponent within 60 ft. The seelie must makes a ranged touch attack (+11), 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).