Brownie
Tiny Fey
Hit Dice: ½d6 (2 hp’s)
Initiative: +8 (+4 Dex, +4 Improved Initiative feat)
Speed: 15ft
Armor Class: 17 (+1 natural, +4 Dex, +2 Size)
Attacks: Dagger -6
Damage: Dagger 1d4-8 (Minimum of 1)
Face/Reach: 2.5ft x 2.5ft/ 0ft
Special Attacks: Spells
Special Qualities: Spells, Low-light Vision
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 2, Dex 19, Con 10, Int 14, Wis 12, Chr 10
Skills: Balance +6, Bluff +3, Concentration +4, Diplomacy +4, Disable Device +4, Escape Artist +6, Hide +14, Listen +7, Move Silently +18, Open Lock +6, Ride +6, Search +5, Sense Motive +4, Spellcraft +4, Spot +7, Tumble +6
Feats: Alertness, Dodge, Improved Initiative
Climate/Terrain: Temperate rural areas
Organization: Tribes numbering anywhere from 4 to 16 members led by an elected leader (usually a 2nd to 4th level rogue)
Challenge Rating: ½ 
Treasure: Half coins and goods, no items beyond their daggers
Alignment: Usually Lawful Good
Advancement Range: By character class

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Brownies are usually noncombative.  They only enter into combat if threatened, though they prefer to drive away foes with their spells.  If cornered and without spells, they will fight with daggers or with short swords wielded in two hands.

Spells: Brownies can use the following spells once per day: protection from evil, ventriloquism, dancing lights, light, mirror image (3 images), confusion, and dimension door.

Skills: Brownies have a +10 bonus to Hide and Move Silently checks.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Brownies make excellent rogues and tend to prefer the class.  Due to their inherent spell abilities, they also make good sorcerers and wizards.