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Hosted by 12 To Midnight.
Select a Creature from the drop-downlist:
Tooth Fairy, Standard
Hit Dice: 2d6, hp 7
Massive Damage Threshold: 10
Speed: 30 ft., fly 30 ft. (average)
Defense: 11, touch 11, flat-footed 10 (+1 Dex)
Base Attack/Grapple: +0/+0
Attack: +0 melee (1d4, knife)
Full Attack: +0 melee (1d4, knife), or +1 ranged
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: fey rod, invisibility, anyspeak, low-light vision
Saves: Fort +0, Ref +1, Will +4
Action Points: 0
Abilities: 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
Possessions: Fey rod, knife
Challenge Rating: 1
Advancement: By character class
Tooth Fairies have the following 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 speak, read, and write any spoken language.
Bonus Feat: Tooth fairies gain the bonus feat Simple Weapons Proficiency.