Forestfolk (CR 3)
AC: 16 (+1 size, +3 Dex, +2 leather), touch 14, flat-footed 13
Hit Dice: 4d6+4 (18 hp)
Fort +2, Ref +7, Will +3
Speed: 20 ft., climb 20 ft., fly 10 ft. (average)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -4
Attack: Dagger +6 melee (1d3-2/19-20) or dart +6 ranged (1d3-2)
Full Attack: Dagger +6 melee (1d3-2/19-20) and bite +1 melee (1d4-2) or dart +6 ranged (1d3-2)
Special Attacks/Actions: Hunting cry
Abilities: Str 7, Dex 16, Con 13, Int 9, Wis 8, Cha 8
Special Qualities: Gliding, resistance to sonic 5
Feats: Alertness; Improved Initiative; Weapon Finesse [bonus feat]
Skills: Climb +6, Escape Artist +8, Hide +14*, Listen +5, Move Silently +10, Spot +5, Survival +6, and Use Rope +4 (+6 bindings)
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or clan (5-20)
Glide: Forestfolk are not true flyers. A forestfolk always must dive at least 10 feet when using a move action to fly; if the forestfolk makes a double move, she must dive 20 feet (10 feet per move). The forestfolk flying speed doubles when it dives, just like any other flying creature with average maneuverability.
Hunting Cry (Su): A forestfolk can emit a high piercing shriek that can damage and paralyze its prey. 30-foot cone, once every 2d4 rounds, damage 2d4 sonic plus paralysis for 1d4+1 rounds, Fortitude save DC 13 halves damage and negates paralysis. This is a sonic mind-affecting effect. A creature that successfully saves cannot be affected again by the same forestfolk's hunting cry for 24 hours. The save DC is Constitution-based.
Skills: A forestfolk receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *A forestfolk gains a +8 bonus on Hide checks in forests or overgrown areas.
Forestfolk usually hunt squirrels, foxes and other small game. They tend to be shy and reclusive, even a bit xenophobic. They avoid strangers, but will fight fiercely if cornered, using their hunting cry to optimal effect.