Killmoulis (CR 1/8)
Alignment: Neutral (Chaotic Good)
Initiative: +7 (Dex); Senses: low-light vision, Listen +12, and Spot +12
Languages: Does not speak
AC: 18 (+7 Dex and +1 size), touch 18, flat-footed 11
Hit Dice: 1/8d6+2 (3 hp)
Fort +11, Ref +2, Will +2
Speed: 40 ft.
Space: 1 ft./1 ft. by 1 ft.
Base Attack +0; Grapple -12
Attack: needle +1 melee
Full Attack: needle +1 melee
Damage: needle 1 point
Special Attacks/Actions: -
Abilities: Str 2, Dex 25, Con 15, Int 9, Wis 11, Cha 8
Special Qualities: Invisibility, spell-like abilities
Feats: Alertness; Scent
Skills: Craft (folk medicine) +6, Craft (millworking) +6, Hide +11, Listen +12, and Spot +12
Advancement: 1 HD (Tiny) or by class
Invisibility to Mortals (Sp): Killmoulis, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a killmoulis is present, but they're good enough at concealment that this almost never matters. Other fey and rare mortals with second sight can see them anyway. If dispelled, killmoulis can become invisible again after a round.
Spell-like Abilities: Killmoulis can cast augury once per day. They can cast detect thoughts and sending at will.
Killmoulis are basically inoffensive beings. They lack any real ability or inclination to attack humans or demihumans. They may use needles to stab rats; such attacks cause 1 point of damage.
Converted from the Monstrous Compendia, For Faerie, Queen and Country, Dragon issues 158 and 239, and Tall Tales of the Wee Folk.