Glimmerfolk (CR 1/2)

Medium Outsider (Native)
Alignment: Usually true neutral
Initiative: +4
Languages: Sylvan


AC: 15 (+4 chain shirt, +1 light shield), touch 10, flat-footed 15
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +0, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Longsword +1 melee or longbow +1 ranged
Full Attack: Longsword +1 melee or longbow +1 ranged
Damage: Longsword 1d8/19-20, longbow 1d8/x3
Special Attacks/Actions: -
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: Glimmerfolk traits
Feats: Improved Initiative
Skills: Climb +1, Handle Animal +1, Hide +9*, Perform (sing) +2, and Ride +2
Advancement: By character class
Climate/Terrain: Temperate Forests
Organization: Solitary, team (2-4), or company (5-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-7th level)
Treasure: Standard

Source: Dragon #321

Glimmerfolk Traits: Glimmerfolk possess the following racial traits: +2 Dexterity, -2 Strength.

Glimmerfolk have an otherworldly grace that stems from their planar heritage, but they possess a frailty that makes them ill suited to the harshness of the natural world.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.