Tooth Fairy

Species Traits

Fey Rod (Sp): A tooth fairy’s preferred weapon is a 1-foot-long rod of ash wood. A fey rod allows its wielder to cast the following spells as a 3rd-level Mage (save DC 10 + spell level): daze (DC 10), knock, light, magic missile, and sleep (DC 11). Using any of the rod’s powers is an attack action. The fey rod can cast seven spells per day and has a hardness of 5, 1 hit point, and a break DC of 11. A tooth fairy that loses its fey rod fights to the death to retrieve it or takes 1d4 points of temporary Wisdom damage every 24 hours the fairy and the rod remain separated. Destroying the rod instantly slays the tooth fairy, turning both to dust.

Invisibility (Sp): A tooth fairy can turn itself invisible at will, as a move action. This ability works only after sunset and before sunrise, but the duration of the invisibility is otherwise unlimited. An invisible tooth fairy becomes visible when it attacks.

Anyspeak (Sp): A tooth fairy can read, write, and speak any spoken language.

Bonus Feat: Tooth fairies gain the bonus feat Simple Weapons Proficiency.

Tooth Fairy: CR 1; Medium-size fey; HD 2d6; hp 7; Mas 10; Init +5; Spd 30 ft., fly 30 ft. (average); Defense 11, touch 11, flat-footed 10 (+1 Dex); BAB +0; Grap +0; Atk +0 melee (1d4, knife); Full Atk +0 melee (1d4, knife), or +1 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ fey rod, invisibility, anyspeak, low-light vision; AL evil; SV Fort +0, Ref +1, Will +4; AP 0; Rep +3; Str 10, Dex 12, Con 10, Int 13, Wis 12, Cha 13.

Skills: Bluff +4, Craft (any one) +3, Decipher Script+4, Disguise +4, Escape Artist +4, Hide +4, Intimidate +4, Listen +4, Move Silently +4, Search +4, Sense Motive +4,Sleight of Hand+4, Spot +4, Tumble +4.

Feats: Improved Initiative, Renown, Simple Weapons Proficiency.

Possessions: Fey rod, knife.

Advancement: By character class.

Tooth Fairy Fast Hero 3/Smart Hero 1: CR 5; Medium-size fey; HD 2d6 plus 3d8 plus 1d6; hp 23; Mas 10; Init +1; Spd 30 ft., fly 30 ft. (average); Defense 15, touch 15, flat-footed 15 (+1 Dex, +4 class); BAB +2; Grap +2; Atk +2 melee touch (1d4, knife); Full Atk +2 melee (1d4, knife), or +3 ranged (2d6, Colt Double Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ fey rod, invisibility, anyspeak, low-light vision; AL evil; SV Fort +1, Ref +3, Will +6; AP 2; Rep +5; Str 10, Dex 13, Con 10, Int 13, Wis 12, Cha 13.

Skills: Bluff +4, Computer Use +4, Craft (chemical) +3, Decipher Script+4, Disguise +4, Escape Artist +7, Hide +9, Intimidate +4, Listen +4, Move Silently +9, Repair+4, Research +5, Search +4, Sense Motive +4, Sleight of Hand+7, Spot +4, Tumble +7.

Feats: Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Renown, Simple Weapons Proficiency, Stealthy.

Talents (Fast Hero): Evasion, uncanny dodge 1.

Talent (Smart Hero): Savant (Research).

Possessions: Colt Double Eagle (10mm autoloader), 18 rounds of 10mm ammunition, hip holster, fey rod, knife, day pack, bag of 25 caltrops, 3 sticks of dynamite, lighter, disguise kit, steel handcuffs.