Wispling (CR 1/2)
Alignment: Usually evil (any)
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +6 and Spot +4
AC: 16 (+1 size, +2 Dex, +2 leather, +1 small wooden shield), touch 13, flat-footed 14
Hit Dice: 1d8 (4 hp)
Fort +3, Ref +5, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Short sword +1 melee, or light crossbow +4 ranged
Full Attack: Short sword +1 melee, or light crossbow +4 ranged
Damage: Short sword 1d6-1, light crossbow 1d8
Special Attacks/Actions: -
Abilities: Str 8, Dex 14, Con 11, Int 13, Wis 11, Cha 10
Special Qualities: Change self, halfling traits, outsider traits
Feats: Improved Initiative
Skills: Bluff +4, Climb +5, Disguise + 4, Hide +10, Jump +5, Listen +6, Move Silently +8, Search +5, and Spot +4
Advancement: By character class
Change Self (Su): Wisplings can use change self once per day, as the spell cast by a 1st-level sorcerer.
Halfling Traits (Ex): Wisplings have a +2 morale bonus on saving throws against fear, a +1 racial bonus on all saving throws, a +1 racial bonus on attack rolls with a thrown weapon, and a +2 racial bonus on Climb, Jump, Listen, 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)