Splinterwaif Knave (CR 6)

Medium Fey
Alignment: Always neutral evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: low-light vision, Spot +8, and listen +8
Languages: Sylvan


AC: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
Hit Dice: 6d6+9 (30 hp); DR: 5/silver
Fort +3, Ref +10, Will +7
Speed: 50 ft., climb 50 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: Claw +8 melee or splinterspit +8 ranged
Full Attack: 2 claws +8 melee or splinterspit +8 ranged
Damage: Claw 1d4, splinterspit 1d6
Special Attacks/Actions: Call brambles, sneak attack +4d6, splinterspit, transformation
Abilities: Str 11, Dex 21, Con 12, Int 18, Wis 14, Cha 16
Special Qualities: Camouflage, SR 7, superior woodland stride
Feats: Dodge; Improved Initiative; Toughness; Track; Weapon Finesse
Skills: Balance +12, Bluff +12, Climb +13, Diplomacy +7, Disguise +8 (+10 acting), Gather Information +5, Hide +24, Intimidate +5, Jump +10, Knowledge local) +10, Move Silently +14, Search +12, Sense Motive +9, Spot +8, Survival +9 (+11 following tracks), Tumble +14, and listen +8
Advancement: -
Climate/Terrain: Temperate plains
Organization: Solitary or band (1 plus 2-5 splinterwaifs)
Treasure/Possessions: Standard

Source: Monster Manual III

A splinterwaif knave likes to make ranged sneak attacks using its splinterspit ability. If it can't kill its mark quickly, it withdraws and seeks our easier prey. A knave accompanied by weaker splinterwaifs doesn't flee as quickly, rushing into melee if it sees an opportunity to flank a foe and make sneak attacks.