Halfling, Deep (CR 1/2)

Small Humanoid (Halfling)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Listen +3

AC: 15 (+1 size, +1 Dex, +3 studded leather), touch 12, flat-footed 14
Hit Dice: 1d8 (4 hp)
Fort +3, Ref +2, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Longsword +2 melee; or heavy crossbow +3 ranged
Full Attack: Longsword +2 melee; or heavy crossbow +3 ranged
Damage: Longsword 1d8-1; or heavy crossbow 1d10
Special Attacks/Actions: Halfling traits
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11
Special Qualities: stonecunning, halfling traits
Feats: Weapon Focus (longsword)
Skills: Appraise +2, Climb +0, Hide +5, Jump +0, Listen +3, and Move Silently +0
Advancement: By character class
Climate/Terrain: Warm hill
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs)
Treasure/Possessions: Standard

Source: Monster Manual

Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. There tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.

Deep Halfling Traits (Ex):

Skills: Deep halflings receive a +2 racial bonus to Appraise checks and Craft checks that are related to stone or metal. Their keen hearing bestows a +2 racial bonus to Listen checks.