Splinterwaif (CR 2)

Medium Fey
Alignment: Always neutral evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: low-light vision, Spot +4, and listen +4
Languages: Sylvan

AC: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
Hit Dice: 2d6+5 (12 hp); DR: 5/silver
Fort +1, Ref +8, Will +5
Speed: 50 ft., climb 50 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Claw +6 melee or splinterspit +6 ranged
Full Attack: 2 claws +6 melee or splinterspit +6 ranged
Damage: Claw 1d4, splinterspit 1d4
Special Attacks/Actions: Call brambles, sneak attack +2d6, splinterspit, transformation
Abilities: Str 11, Dex 20, Con 12, Int 18, Wis 14, Cha 16
Special Qualities: Camouflage, SR 7, superior woodland stride
Feats: Improved Initiative; Toughness; Weapon Finesse
Skills: Balance +12, Bluff +8, Climb +13, Diplomacy +5, Disguise +8 (+10 acting), Hide +20, Intimidate +5, Jump +10, Knowledge (local) +6, Move Silently +10, Search +7, Sense Motive +5, Spot +4, Survival +5, Tumble +10, and listen +4
Advancement: 3-6 HD (Medium)
Climate/Terrain: Temperate hills
Organization: Solitary or band (2-5 plus 1 splinterwaif knave)
Treasure/Possessions: Standard

Source: Monster Manual III

Call Brambles (Su): As a standard action, a splinterwaif can cause a thorny branch to grow out of any non-magical wooden surface within 30 feet. Treat this branch as a Medium animated object with a speed of 0 feet and the constrict exceptional ability. Splinterwaifs are fond of creating animated brambles to help flank opponents or to hold them immobile for sneak attacks. Controlling an animated bramble is a free action. A splinterwaif can animate and control only one bramble at a time.

Camouflage (Su): A splinterwaifs skin changes color to match its surroundings. Doing this requires a full-round action on the part of the splinterwaif and grants it a +10 circumstance bonus on Hide checks. While camouflaged, a splinterwaif also gains concealment. As soon as the splinterwaif moves or attacks, it loses these benefits until it takes another full-round action to camouflage again.

Sneak Attack (Ex): A splinterwaif can sneak attack as a rogue, dealing an extra 2d6 points of damage on a successful sneak attack. As a splinterwaif advances in Hit Dice, its sneak attack ability improves. A splinterwaif with 4 or 5 Hit Dice deals an extra 3d6 points of damage with a successful sneak attack, while a splinterwaif with 6 Hit Dice deals an extra 4d6 points of damage with a successful sneak attack.

Splinterspit (Su): A splinterwaif can spit a splinter of wood at a foe as a ranged attack with a range increment of 30 feet. The act of spitting a splinter provokes attacks of opportunity from any creatures that threaten the splinterwaif. A hiding splinterwaif can attempt to snipe at targets with its splinter spit attack by taking a move action to immediately hide after making a ranged attack. It takes a -20 circumstance penalty on its Hide check to conceal itself after the shot. As long as the target is within 30 feet and unaware of the splinterwaif's position, the splinterwaif can take full advantage of its sneak attack with this ranged weapon.

Superior Woodland Stride (Su): A splinterwaif can move through natural thorns, briars, overgrown areas, and similar terrain at its normal speed without taking damage or suffering other impairment. This includes thorns, briars, and overgrown areas that are magically manipulated to impede motion.

Transformation (Su): A splinterwaif can transform a dead humanoid or fey into a Medium thorny bush at will. Doing this requires a full minute of concentration; if the splinterwaif is interrupted during this time, it must start the transformation over from the beginning. A transformed body does not radiate magic, and is treated as a normal plant. Creatures that have been transformed into plants in this manner cannot be restored to life via raise dead or resurrection, although true resurrection, miracle, or wish can revive a dead character.

Skills: A splinterwaif has a +10 racial bonus on Hide checks. It also has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Splinterwaifs lie in wait in piles of discarded lumber, ramshackle buildings, or decommissioned ships, attacking with surprise and sneak attacks. While they are rather adroit with their claws, their favorite attack is to spit a long, thin wooden splinter at a target from hiding. When forced into physical combat, a splinterwaif is somewhat cowardly and tries to escape so it can stalk its prey and attack later on its own terms.