Dobie (CR 1)
Alignment: Neutral Good
Initiative: -1 (Dex); Senses: low-light vision, Listen +1, and Spot -2
AC: 12 (+1 small size and +1 tough skin), touch 11, flat-footed 12
Hit Dice: 1/2d6+1 (2 hp); DR: SR 5/iron
Fort +7, Ref +2, Will +4
Speed: 22 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: small farm implement -2 melee
Full Attack: small farm implement -2 melee
Damage: small farm implement 1d4-1
Special Attacks/Actions: Spells
Abilities: Str 7, Dex 8, Con 12, Int 8, Wis 6, Cha 8
Special Qualities: Invisibility, saving throws, gullibility
Feats: Craft Wondrous Item
Skills: Craft -4 (farming), Hide +9, Knowledge -1 (fey lore), Listen +1, and Spot -2
Advancement: by class
Climate/Terrain: Temperate rural farms
Invisibility to Mortals (Sp): Dobies, 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 dobie 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, dobies can become invisible again after a round.
Gullibility: Dobies are particularly gullible, suffering a -3 penalty to Will saving throws against illusions and charm attacks.
Spell-like Abilities: In combat, a dobie can cast secret page, grease, confusion, and ray of enfeeblement, each once per day, to confound and confuse opponents.
A dobie can also used improvised materials such as hoes and hammers for 1d4 points of damage (minus their Strength penalty and plus their Small Size bonus).
Dobies are generally inoffensive creatures; they would prefer to walk or sneak away rather than fight, but they will battle to defend their big-folk neighbors or farms against hostile comers.
Converted from the Monstrous Compendia, For Faerie, Queen and Country, Dragon issues 158 and 239, and Tall Tales of the Wee Folk.