Killmoulis (CR 1/8)
Tiny Fey
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: -
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
Climate/Terrain: Mills
Organization: Solitary
Treasure/Possessions: Standard
Source:
Converted
The killmoulis is a singular fairy, impossible to mistake for any other, for he is a short fellow with an enormous nose and no mouth. The killmoulis was once found only in water mills, but has recently taken residence in the great steam-powered mills of the cities. He lives beneath the hearth or near the boilers.
The killmoulis is by nature mischievous, playing such pranks as mixing ashes with the flour or mingling the corns before they are ground. Fortunately he can be ordered to perform useful labor if the miller catches him before his daily pranking begins. In emergencies, he will even volunteer his services to help the miller.
A killmoulis is under one foot in height. They inhale enormous amounts of food through their prodigious noses. Killmoulis do not speak, communicating simple emotions through telepathic messages.
Telepathic or shapechanging beings may be able to communicate directly with killmoulis. Killmoulis personalities and interests are similar to those of the workers whose mill they share. Killmoulis tales are dominated by stories of past friends and enemies, local gossip, and the proper methods of performing tasks. The killmoulis are habitual gossips. If a killmoulis will talk with a person, that person can gain access to an unparalleled spy network, though such information may be heavily slanted toward labor or domestic matters.
Combat
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.
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.
Converted from the Monstrous Compendia, For Faerie, Queen and Country, Dragon issues 158 and 239, and Tall Tales of the Wee Folk.