Atomie (CR 1)
Alignment: Always chaotic neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
Languages: Sylvan and Common
AC: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Hit Dice: 1/2d6+1 (2 hp)
Fort +1, Ref +5, Will +3
Speed: 40 ft., fly 60 ft. (good)
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -11
Attack: Dagger +5 melee; or light crossbow +5 ranged
Full Attack: Dagger +5 melee; or light crossbow +5 ranged
Damage: Dagger 1d4-3; or light crossbow 1d6
Special Attacks/Actions: Spell-like abilities
Abilities: Str 5, Dex 17, Con 13, Int 12, Wis 13, Cha 14
Special Qualities: SR 16, wild empathy
Feats: Dodge; Weapon Finesse (dagger)
Skills: Concentration +4, Craft (any one) +4, Escape Artist +6, Handle Animal +4, Hide +14*, Listen +6, Move Silently +6*, Perform (dance, Search +6, Sense Motive +4, Spot +6, melody, and plus any other one) +6
Advancement: 1-3 HD (Tiny)
Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11 plus 2-4 grigs), or tribe (20-80)
Treasure/Possessions: No coins; 50% goods; standard items
Spell-Like Abilities: 3/day - blink, entangle, invisibility (self only), pass without trace, and speak with animals. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).
*Atomies receive a +5 racial bonus to Move Silently checks when in forest settings and their Hide check bonus increases to +9.
Atomies avoid combat when possible using their quickness to allude would be attackers. If cornered they rely on their spell-like abilities and dagger or crossbow to get them out of trouble.
The Atomie first appeared in the Monster Manual II (Gary Gygax, 1983).