Abatwa
Fine Fey
Hit Dice: 1/16d6 (1 hit point)
Initiative: +6 (Dex)
Speed: 10 feet
Armor Class: 24 (+8 size, +6 Dex)
Attacks: Dagger +3 melee or Bow +14 ranged 
Damage: 1 point subdual damage + poison effect (+1 subdual damage on Bow shots made at close range) 
Face/Reach: ¼ foot ¼’/ ¼’ 
Special Attacks: Slow Poison
Special Qualities: Low-Light Vision, Speak with Ants
Saves: Fort +0, Reflex +8, Will +3
Abilities: STR 1, DEX 22, CON 10, INT 11, WIS 13, CHR 11
Skills: Wilderness Lore +4, Spot +4, Hide +4, Handle Animal +4, Knowledge (Nature) +4, Animal Empathy +4, Diplomacy +4, Inuit Direction +4, Search +1
Feats: Point Blank Shot 
Climate/Terrain: Warm/Plains (Savannahs)
Organization: Tribes numbering 20-50 adults and young with 100-200 ants in their settlements led by 1 3-5th level Druid.  When encountered away from their homes, the groups number 2-8 men riding ant mounts.
Challenge Rating: 1/2
Treasure: Usually none, but Abatwa are known to have hard to find herbs in their settlements, however the amounts due to their size are rarely very useful to larger creatures.
Alignment: Often Neutral Good
Advancement Range: By character class

Abatwa are tiny humanoids that stand only one inch tall.  They look exactly like dark-skinned humans except for the fact of their size.  Abatwa dress in simple clothing made from plants and animal hair and wield simple daggers and bows in battle.  They are sought after by druids and hedge wizards for their knowledge of the areas in which they live, and for the skill of their druid leaders.  Abatwa are friends to ants which whom they can speak with at will and help the ants in defending their homes from natural predators and larger intelligent that seek nothing but to destroy the anthills.
Abatwa are rather kind.  Many are the legends of the little folk that have guided a lost child home and then fled off into the grasslands.  They are helpful, but are quick to drive off those that show that they are evil in nature.  Due to too many poor meetings with humans, abatwa tend to hide when humans pass, as long as they do not threaten their homes.

Combat:
Abatwa tend to shirk away from combat situations, opting for trouble to pass by without adding to the mix.  When they do fight, however, they so that they are extremely capable fighters.  Due to their size, they find it easy to strike larger foes with their bows and daggers.  Though their weapons do little damage, the weapons are coated with a poison that slows down their foes (see below).  After a foe has succumbed to the poison, the abatwa either flee or call upon their druid leader to lend help with moving the incapacitated foes away from the area being protected.  If the druid leader is present, the spell capabilities combined with the poison arrows are a dangerous combination.
Abatwa rarely slay their foes, but when they do, they do so through the use of poison injected after being incapacitated by the slowing poison.
Slow Poison: With each successful attack from an abatwa, the victim must pass a Fort save (DC 14) or fall under the effects of the poison coated on all their weapons.  The poison causes a –1 penalty to iniative and drops movement speed by 5, the victim also acts as though he is flatfooted.  The effects of multiple doses of the poison are cumulative, however for each dose that the victim is effected by he receives a +1 bonus to the save roll on the next save attempt.  When a victim’s initiative score or movement speed reaches 0, they cannot move and fall to the ground paralyzed.  The poison lasts for 1d4 hours, or until a cure is administered.

Abatwa Society:
Abatwa society is very eco-conscious.  They live in complete peace with the world around them except for the predators that threaten their home and the hills of their ant mounts.  They abhor killing and do so only when they realize that a threat cannot be dealt with in any other way.  (Usually having dealt with the menace several times before.)  
Abatwa live in huts made of leaves, grasses and mud.  Their settlements are situated usually in areas that are hard for larger creatures to find and see.  There is always an anthill near their settlements.  Abatwa are born with the innate ability to speak with ants at will, and use ants as mounts as humans use horses.  Unlike humans that tend to drive horses too hard, abatwa are highly concerned about their mounts (even though ants can withstand much more abuse and pushing than a horse).  Many abatwa bond with a single ant and will ride no other even after the death of the ant.
Abatwa druids know the secrets of healing salves, potions that restore memories, and antidotes for poisons.  Therefore their knowledge is highly sought after by many.  The druids, however, will only help those that are good in nature.  Evil beings searching for the druids are either avoided or attacked and then moved to where they will (hopefully) cause no more trouble.

Abatwa Characters:
Abatwa characters are not recommended, but if a player wishes to play one their preferred multiclass is ranger.  Abatwa spellcasters are nearly always druids.  All abatwa follow the goddess Elhonna.