Bwah-ha-ha!!!
Blood Elf [Half-Elf (Wild) / Half-Fiend w/ Spiked Template]
Medium-Size Outsider (Chaotic, Elf, Evil)
Hit Dice: 1d8+3 (7 hp)
Initiative: +2 (Dex)
Speed: 30 ft., and see text
AC: 16 (+2 Dex, +3 natural, +1 small shield)
Attacks: 2 claws +3 melee, bite +1 melee, spike +1 ranged *; or longsword +3 melee; or longbow +3 ranged
* 20-foot increment for spike attack
Damage: Claw 1d4+2, bite 1d6+1, spike 1d4+1 plus poison; or longsword 1d8+2; or longbow 1d8
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Elven traits; darkvision 60 ft.; acid, cold, electricity, and fire resistance 20; poison immunity
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 14 (+2), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 16 (+3), Cha 15 (+2)
Skills: Concentration +6, Hide +5, Knowledge (arcana) +3, Listen +8, Move Silently +4, Search +4, Sense Motive +5, Spellcraft +3, Spot +8
Feats: Multiattack
Climate/Terrain: Temperate and warm forest
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6
Elven Traits (Ex): Blood elves benefit from a number of racial traits.
* Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
* Immunity to magic sleep spells and effects.
* +2 racial bonus to Will saves against enchantment spells or effects.
* Low-Light Vision: Blood elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
* +2 racial bonus to Search, Spot, and Listen checks.
Fly: A blood elf has a 50% chance of having bat-like wings. Those that do can fly at a Speed of 30 feet (average maneuverability).
Poison (Ex): Spikes; primary and secondary 1d3 Wisdom; a Fortitude save (DC 12) negates.
Spell-like Abilities: 3/day – darkness. This ability is as the spell cast by a 1st-level cleric.