Shimmerwing (CR 3)
Tiny Magical Beast
Alignment: Always Lawful Evil
Initiative: +3 (+3 Dex); Senses: darkvision 60 ft., Listen + 6, and Spot +6
Languages: understands Beholder, understands Common.
AC: 17 (+2 size, +3 Dex, +2 natural), touch 14, flat-footed 14; natural concealment
Hit Dice: 3d10 (19 hp)
Fort +2, Ref +4, Will +4
Speed: 10 ft., fly 60 ft. (average)
Space: 2 1/2 ft./0 ft.
Base Attack +3; Grapple -8
Attack: talons +8 melee
Damage: Talons 1d2-3 and blinding touch
Special Attacks/Actions: blinding touch
Abilities: Str 4, Dex 17, Con 13, Int 10, Wis 11, Cha 11
Special Qualities: Immune reflect rays, reflect rays, natural concealment
Feats: Flyby Attack, Weapon Finesse (talons)
Skills: Hide +3, Listen + 6, and Spot +6
Advancement: 4-9 HD (Small)
Climate/Terrain: Any land and underground
Reflect Rays (Su): A shimmerwing is not only immune to ray attacks but can, as a free action, contort its body to send a ray that would have hit it lancing at another target. The opponent rolls to see if his ray would have hit the shimmerwing as normal. fit would, the shimmerwing may make a ranged touch attack against another target, with success meaning it has reflected the ray and struck the target. A target struck by a reflected ray is affected by the ray just as though it were the original target.
Blinding Touch (Su): Any living creature struck by a shimmerwing must make a DC 12 Fortitude save or be blinded for 1d4 rounds. The save DC for this attack is Constitution-based.
Natural Concealment (Ex): The mirrorlike feathers of a shimmerwing bend and warp light, making it very difficult to locate in combat and granting it concealment (20% miss chance) against all attacks.
Skills: Shimmerwings gain a +5 bonus on Hide checks when they remain completely still.