Hybsil
Small Fey — CR 1
Hybsil is a D&D 3.5 monster from —. CR 1, HD 1d6+1 (4 hp).
- Hit Dice
- 1d6+1 (4 hp)
- Initiative
- +3
- Speed
- land 50 ft, 50 ft.
- Base Attack / Grapple
- +0/-5
- Attack
- Dagger +3 melee; or shortbow +3 ranged
- Full Attack
- Dagger +3 melee; or shortbow +3 ranged
- STR
- 8
- DEX
- 17
- CON
- 13
- INT
- 13
- WIS
- 10
- CHA
- 10
- Fort / Ref / Will
- +1 / +5 / +2
- Challenge Rating
- 1
- Alignment
- Usually neutral good
- Organization
- Solitary, hunting party (2-4), war party (12-16), or full tribe (20-80)
- Treasure
- Standard
- Level Adjustment
- +3
Special Abilities
See InvisibilityPoison Immunity
Feats
Description
Before attacking, hybsils use their mirror image ability so that their foes will face three or four leaping, arrow-firing hybsils for every hybsil who is actually present. Unless they are deliberately attempting to prove their courage, hybsils avoid hand-to-hand combat, preferring to use their mobility to dart in and out of hiding, fire arrows and retreat.
Spell-Like Abilities (Sp): Hybsil have the following spell like abilities, each usable once per day: pass without trace (as a 3rd-level druid) and three abilities used with effects equivalent to the spells of the same name cast by a 1st-level sorcerer: dancing lights, mirror image and jump.
Skills: Hybsils have a +4 racial bonus on Disable Device and Search checks for purposes of locating and disabling outdoor traps (such as snares and pits). These bonuses only apply outdoors, in plains and forests, where hybsils may use the skills as if they were rogues. If hybsils gain levels as rogues, their Disable Device and Search skill modifiers are increased by +4 when they are locating and disabling outdoor traps. In addition, hybsils gain a +2 racial bonus on Jump checks and a +4 racial bonus on Survival checks. Hybsils also gain Mobility as a bonus feat.