Shyft (CR 1)
Alignment: Usually neutral
Initiative: +5; Senses: low-light vision, Listen +5, and Spot +5
AC: 14 (+1 Dex, +3 studded leather), touch 11, flat-footed 13
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +3, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +0
Attack: Short sword +0 melee, or light crossbow +2 ranged
Full Attack: Short sword +0 melee, or light crossbow +2 ranged
Damage: Short sword 1d6-1, light crossbow 1d8
Special Attacks/Actions: -
Abilities: Str 8, Dex 13, Con 10, Int 10, Wis 13, Cha 9
Special Qualities: Cold resistance 5, ethereal jaunt, fire resistance 5, outsider traits, sonic resistance 5
Feats: Improved Initiative
Skills: Bluff +3, Hide +8, Listen +5, Move Silently +8, Search +4, Sense Motive +3, Sleight of Hand +4, and Spot +5
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary band (2-8), or clan (11-20)
Ethereal Jaunt (Sp): Once per day, a shyft can make an ethereal jaunt as if by a cleric of 9th level or its character level, whichever is higher.
Skills: Shyfts have a +4 racial bonus on Hide and Move Silently checks.
Outsider Traits: Planetouched have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life)