Spiralling patterns cover this shadowy humanoid's skin, and its black hair trails away in wisps.
Wayang CR 1/2
Male wayang illusionist 1
CN Small humanoid (wayang)
Init +3; Senses darkvision 60 ft.; Perception +2
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +1; +2 vs. shadow spells
Speed 20 ft.
Melee dagger +0 (1d3–1/19–20)
Ranged blowgun +4 (1)
Wayang Spell-Like Abilities (CL 1st; concentration +2)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
Illusionist Spells Prepared (CL 1st; concentration +4)
Opposition Schools necromancy, transmutation
Str 8, Dex 16, Con 12, Int 17, Wis 8, Cha 13
Base Atk +0; CMB –2; CMD 11
Feats Combat Casting, Scribe Scroll
Languages Abyssal, Common, Draconic, Goblin, Wayang
SQ arcane bond (amulet), extended illusions +1 round, light and dark, shadow magic
Environment temperate forests
Organization solitary, pair, tribe (3–24)
Treasure NPC gear (blowgun with 20 darts, dagger, other treasure)
Light and Dark (Su) Once per day as an immediate action, a wayang can choose to be affected by positive and negative energy effects as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute.
Originating from the Shadow Plane, wayangs are pixie-like in stature with extremely gangly limbs and skin the color of deep shadow. They follow a philosophy known as "The Dissolution," which teaches that in passing they again merge into shadow.
Wayangs are defined by class levels—they don't have racial Hit Dice. Wayangs have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Wisdom: Wayangs are nimble and cagey, but their worldview is strange.
Small: Wayangs are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Wayangs have a base speed of 20 feet.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark (Su): See stat block above.
Shadow Magic: Wayangs add +1 to the save DC of shadow subschool spells they cast. Wayangs with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism (caster level equals the wayang's level, saves are Charisma-based).
Shadow Resistance: Wayangs get a +2 racial bonus on saves against spells of the shadow subschool.
Languages: Wayangs begin play speaking Common and Wayang. Those with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, and Infernal.