BOZ
Creature Cataloguer
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FEYSTAG
Medium-Size Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft
AC: 13 (+3 Dex)
Attacks: 2 claws +1 melee
Damage: Claw 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Control magic item
Special Qualities: Identify magic item, Immunities, SR 25
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 9, Dex 16, Con 15, Int 13, Wis 12, Cha 12
Skills: Animal Empathy +5, Hide +8*, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +5, Use Magic Device +16, Wilderness Lore +5
Feats: Improved Initiative, Skill Focus (Use Magic Device)
Climate/Terrain: Any cold or temperate land
Organization: Solitary or mated pair
Challenge Rating: 1
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic neutral
Advancement: 4-6 HD (Medium-size)
Feystags are often whispered of in woodcutter's tales, for their mastery over magic makes them fearsome opponents. These creatures can run on all fours and stand erect. Their limbs are clawed, they have coats of dusty brown hair, and antlers rise from their feline-like heads.
Feystags speak Common and Sylvan.
COMBAT
A feystag senses auras of enchanted items, and it can often identify the type, specific functions, and even "strength" (number of charges, uses, or spells remaining) of a magical item from but a glance.
The feystag's two clawed forearms can awkwardly wield one-handed weapons or rake with its claws.
Control Magic Item (Su): If a feystag learns how to operate an item power triggered by force of will, silent mental command, or spoken word by using its identify magic item ability, it can make the item function from 20 feet away.
Feystags can't control or activate items they haven't identified, and they can activate only one item per round, once, but items that operate continuously for more than one round will do so even after the feystag has turned its attention to another item.
The bearer of an item a feystag activates can wrest control from the creature if the item is controlled by physical means or if the bearer speaks command words. (The bearer's words override the feystag's long-range commands.) If the bearer tries to regain control of a power activated by will, he must make two consecutive Wisdom checks (DC 10 + ½ the feystag’s HD + the feystag’s Charisma modifier). If only one check succeeds, the bearer must make a Will save (DC 12) or be confused for 1d6 rounds. No one can operate the item during this time if the bearer still holds it. If both Wisdom checks fail, the bearer cannot wrest control from the feystag.
Immunities (Su): A feystag is immune to all enchantment/charm and greater divination magic, and to psionics that duplicate mind reading and mind influencing effects.
Identify Magic Item (Su): A feystag automatically senses all magical auras within a 60-foot radius, seeing them as auras of differing brightness. A feystag that studies an item for one round makes a Use Magical Device check to determine if it divines how to activate or control a property of the item. (Some magical items defy identification or have too faint a dweomer for the feystag to learn their powers—DM's discretion.)
Note that the creature can study only one item per round, but it can do so in addition to other physical, mental, and magical activity. A feystag able to handle an item gains a +1 bonus to its skill check.
Skills: Feystags receive a +8 racial bonus to Use Magic Device checks. *They receive a +4 racial bonus to Hide and Move Silently checks when in forested terrain.
FEYSTAG ECOLOGY
A feystag is usually a solitary forager (except during mating cycle). It habitually scouts out new territories, discovering springs, caverns, hiding places, and areas where pitfalls and snares can be set – often a feystag lair is surrounded by traps. The creature hoards magical items, delighted in their use and always trying to acquire more.
A few feystags dwell among humans in remote forest communities. They often bargain with or sell information about items brought to them, or they become sages.
Many creatures—their predators being the same as those for the common deer—prey upon Feystags. Feystags are friendly with korred, centaurs, and satyrs. They prefer to eat plants (particularly mint), certain mosses, and mistletoe.
The Feystag first appeared in the MC Annual I (TSR, 1994)
****
The feystag was a pretty early conversion, and I see some definite flaws – but don’t worry, we can fix them.
Basic stuff: they are only entitled to 1 feat but have 2 – we can always make Skill Focus a bonus feat.
I believe it has 15 skill ranks now, which is probably less than before.
Should have darkvision 60 and low-light vision.
Some of these abilities should probably be replaced with other more “correct” abilities – more on that later.
When I post the original 1E & 2E stats later, hopefully that will shed some light and more things will make sense.

FEYSTAG
Medium-Size Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft
AC: 13 (+3 Dex)
Attacks: 2 claws +1 melee
Damage: Claw 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Control magic item
Special Qualities: Identify magic item, Immunities, SR 25
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 9, Dex 16, Con 15, Int 13, Wis 12, Cha 12
Skills: Animal Empathy +5, Hide +8*, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +5, Use Magic Device +16, Wilderness Lore +5
Feats: Improved Initiative, Skill Focus (Use Magic Device)
Climate/Terrain: Any cold or temperate land
Organization: Solitary or mated pair
Challenge Rating: 1
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic neutral
Advancement: 4-6 HD (Medium-size)
Feystags are often whispered of in woodcutter's tales, for their mastery over magic makes them fearsome opponents. These creatures can run on all fours and stand erect. Their limbs are clawed, they have coats of dusty brown hair, and antlers rise from their feline-like heads.
Feystags speak Common and Sylvan.
COMBAT
A feystag senses auras of enchanted items, and it can often identify the type, specific functions, and even "strength" (number of charges, uses, or spells remaining) of a magical item from but a glance.
The feystag's two clawed forearms can awkwardly wield one-handed weapons or rake with its claws.
Control Magic Item (Su): If a feystag learns how to operate an item power triggered by force of will, silent mental command, or spoken word by using its identify magic item ability, it can make the item function from 20 feet away.
Feystags can't control or activate items they haven't identified, and they can activate only one item per round, once, but items that operate continuously for more than one round will do so even after the feystag has turned its attention to another item.
The bearer of an item a feystag activates can wrest control from the creature if the item is controlled by physical means or if the bearer speaks command words. (The bearer's words override the feystag's long-range commands.) If the bearer tries to regain control of a power activated by will, he must make two consecutive Wisdom checks (DC 10 + ½ the feystag’s HD + the feystag’s Charisma modifier). If only one check succeeds, the bearer must make a Will save (DC 12) or be confused for 1d6 rounds. No one can operate the item during this time if the bearer still holds it. If both Wisdom checks fail, the bearer cannot wrest control from the feystag.
Immunities (Su): A feystag is immune to all enchantment/charm and greater divination magic, and to psionics that duplicate mind reading and mind influencing effects.
Identify Magic Item (Su): A feystag automatically senses all magical auras within a 60-foot radius, seeing them as auras of differing brightness. A feystag that studies an item for one round makes a Use Magical Device check to determine if it divines how to activate or control a property of the item. (Some magical items defy identification or have too faint a dweomer for the feystag to learn their powers—DM's discretion.)
Note that the creature can study only one item per round, but it can do so in addition to other physical, mental, and magical activity. A feystag able to handle an item gains a +1 bonus to its skill check.
Skills: Feystags receive a +8 racial bonus to Use Magic Device checks. *They receive a +4 racial bonus to Hide and Move Silently checks when in forested terrain.
FEYSTAG ECOLOGY
A feystag is usually a solitary forager (except during mating cycle). It habitually scouts out new territories, discovering springs, caverns, hiding places, and areas where pitfalls and snares can be set – often a feystag lair is surrounded by traps. The creature hoards magical items, delighted in their use and always trying to acquire more.
A few feystags dwell among humans in remote forest communities. They often bargain with or sell information about items brought to them, or they become sages.
Many creatures—their predators being the same as those for the common deer—prey upon Feystags. Feystags are friendly with korred, centaurs, and satyrs. They prefer to eat plants (particularly mint), certain mosses, and mistletoe.
The Feystag first appeared in the MC Annual I (TSR, 1994)
****
The feystag was a pretty early conversion, and I see some definite flaws – but don’t worry, we can fix them.

Basic stuff: they are only entitled to 1 feat but have 2 – we can always make Skill Focus a bonus feat.
I believe it has 15 skill ranks now, which is probably less than before.
Should have darkvision 60 and low-light vision.
Some of these abilities should probably be replaced with other more “correct” abilities – more on that later.

When I post the original 1E & 2E stats later, hopefully that will shed some light and more things will make sense.