It may also activate the following spell-like powers at will, one per round, at the 6th level of ability: detect evil/good, diminution (as per the potion), enemy detection (as the wand), find the path (or its reverse), haste (once per day), invisibility, polymorph other (once per day), and polymorph self (to humanlike form only).
A rummele may also create food and drink and other non-metallic items as a djinni does.
A rummele has infravision and ultravision out to 90’, and can regenerate 1 hp per turn. This regenerative power can be transferred to one other being, by touch, for as long as physical contact is maintained.
The rummele is immune to diseases, poisons, effects of the Positive and Negative Material Planes (including life-level draining), and to petrification and polymorph effects.
It is immune to certain will-force spells as if it had a 20 wisdom (see the DEITIES & DEMIGODS. Cyclopedia).
These agile creatures can dodge ordinary missiles or knock them out of the air on a roll of 8 or better on 1d20.
They have prehensile paws and flexible joints, and may climb walls as 10th-level thieves. If they fall, they take no damage for the first 30’ of the descent, taking normal damage afterwards (4d6 for 40’) etc.).
Rummeles cannot be surprised because of their keen senses and high dexterity.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.