Buckawn (CR 5)
Initiative: +7 (Dex); Senses: darkvision, Listen +12, and Spot +12
AC: 18 (+7 dex and +1 size), touch 18, flat-footed 11
Hit Dice: 1d6+1 (5 hp)
Fort +13, Ref +2, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: Weapon +8 melee or +8 ranged
Full Attack: Weapon +8 melee or +8 ranged
Damage: by weapon 1d4-2
Special Attacks/Actions: Spells
Abilities: Str 6, Dex 25, Con 13, Int 10, Wis 16, Cha 8
Special Qualities: Invisible, Spells
Feats: Weapon Finesse (knife or dart); Scent
Skills: Hide +17, Knowledge (nature) +8, Knowledge + 7 (fey lore), Listen +12, Move Silently +13, and Spot +12
Advancement: by class
Climate/Terrain: Temperate Forests
Keen senses (Ex): Buckawns have amazing senses of hearing, smell, and sight.
Invisibility to Mortals (Sp): Buckawns, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a buckawn is present, but they're good enough at concealment that this almost never matters. Other fey and rare mortals with second sight can see them anyway. If dispelled, buckawns can become invisible again after a round.
Spell-like Abilities: Buckawns use spells to confuse, delay, and trick their enemies. They can use the following spells, 1/day: ghost sound, change self, dancing lights, entangle, pass without trace, summon swarm, animate rope. All buckawn spells are cast as 6th level druids.
Buckawns favor knives and darts in combat. They are quick to employ poison or other drugs on their weapons if they have some special hatred against their opponent. Buckawn poisons are among the most potent ones known to man, imposing a -4 penalty to all saves against them.
Converted from the Monstrous Compendia, For Faerie, Queen and Country, Dragon issues 158 and 239, and Tall Tales of the Wee Folk.