Uldra (CR 1/2)
Alignment: Usually chaotic neutral
Initiative: +0; Senses: darkvision 120 ft., low-light vision, and Spot +1
Languages: Common and Sylvan
AC: 16 (+1 size, +3 studded leather armor, +2 heavy wooden shield), touch 11, flat-footed 16
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will +0
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Longsword +3 melee; or shortbow +2 ranged
Full Attack: Longsword +3 melee; or shortbow +2 ranged
Damage: Longsword 1d6/19-20 plus 1 cold; shortbow 1d4/x3
Special Attacks/Actions: Frosty touch, spell-like abilities
Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 11, Cha 8
Special Qualities: resistance to cold 5, uldra traits
Feats: Weapon Focus (longsword)
Skills: Handle Animal +2, Knowledge (nature) +4, Ride +2, and Spot +1
Advancement: By character class
Climate/Terrain: Cold forests
Organization: Pair, patrol (3-6), or company (11-30 plus three 3rd-level sergeants plus one 5th-level captain plus 1-3 dire weasels or dire badgers)
Uldras prefer to use magic or ranged weaponry in combat, using their small size to full advantage to gain cover from their enemies. They often rely on animal friends and companions to engage enemies in melee, but they never abandon an animal to its fate if a battle starts to turn sour. Most uldras gladly surrender or even lay down their lives in order to spare an animal from death or capture.