XP 400
N Tiny fey
Init +8; Senses low-light vision; Perception +8
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +6, Will +4
DR 5/cold iron; Immune fear; SR 12
Speed 20 ft., swim 20 ft.
Melee short sword +6 (1d2–2/19–20)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks hatred (+1 on attack rolls vs. boggards and reptilians)
Spell-Like Abilities (CL 7th; concentration +10)
Constant—freedom of movement (4th), lily pad stride (3rd)
At will—dancing lights (0), mending (0), prestidigitation (0)
Str 7, Dex 18, Con 12, Int 14, Wis 15, Cha 17
Base Atk +0; CMB +2; CMD 11, freedom of movement
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in swamps), Swim +6; Racial Modifiers +2 Perception, +4 Stealth in swamps
Languages Common, Elven, Gnome, Sylvan
SQ hold breath, swamp stride
Environment temperate swamps
Organization solitary, gang (2–5), or band (7–12)
Treasure standard
Hatred (Ex) Swamp brownies receive a +1 bonus on attack rolls against humanoid creatures of the boggard and reptilian subtypes due to special training against these hated foes.
Hold Breath (Ex) A swamp brownie can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Swamp Stride (Ex) A swamp brownie can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects the brownie normally.