Feyr, Lesser (CR 2)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 30 ft.
AC: 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +2, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -7
Attack: Bite, +2 melee; tentacle slam, -3 melee
Full Attack: Bite, +2 melee; tentacle slam, -3 melee
Damage: Bite 1d6; tentacle slam 1d3
Special Attacks/Actions: Fear
Abilities: Str 10, Dex 13, Con 15, Int 5, Wis 5, Cha 16
Special Qualities: fear immunity, light sensitivity
Skills: Climb +4, Hide +7, and Intimidate +7
Advancement: 4-7 HD (Medium-size), 8-10 HD (Medium-size)
Organization: Loose band (1d4)
Dragon Annual 5
Lesser feyrs lurk quietly in darkened alleys or stairwells, but once they attack a victim, they show no restraint. They will chase a fleeing victim down the street and not break off the pursuit, even if confronted with superior odds or if their prey flees into full sunlight. (See "light sensitivity," below.)
Fear Immunity (Ex): Lesser feyrs are immune to magical and non-magical fear. Emotion controlling magic normally has no effect, but spells that cause or counter fear respectively act as cure spells or inflict spells of the equivalent level. Thus fear cast by a wizard is equivalent to cure critical wounds. Conversely, a spell that counters fear injures the feyr in a similar manner. (A 1st level remove fear acts as inflict light wounds.)
Fear (Sp): Any creature attacked by a lesser feyr must make a Will save (DC 14) or be subject to the effects of a fear spell as though cast by an 8th-level sorcerer. Additionally, anyone witnessing a lesser feyr attack must make a Will save (DC 14) or be subject to the effects of a fear spell as though cast by an 8th-level sorcerer.
Light Sensitivity: A lesser feyr must make a Fortitude save (DC 15) very round it is exposed to direct sunlight or immediately die. With a successful save, it suffers 1d6 damage.