These are my favorites of the fey I've invented...
Hit Dice 12d6+24 (66 hp)
Speed 50', climb 30'
AC 20 (+6 Dex, +4 natural), touch 16, flat-footed 14
Base Attack/Grapple +6/+9
Attack Short sword +18 melee or claw +18 melee
Full Attack Short sword +18/+13 melee or 2 claws +18 melee
Damage Short sword 1d6+3/17-20, claw 1d4+3
Special Attacks Sneak attack +2d6, pack hunter
Special Qualities DR 10/cold iron, hunter's spirit, scent, spell-like abilities, SR 21,
swift stalker, wild empathy +13
Saves Fort +6, Ref +14, Will +11
Abilities Str 16, Dex 22, Con 15, Int 14, Wis 17, Cha 15
Skills Climb +11, Handle Animal +21, Hide +21, Intimidate +21, Listen +18,
Move Silently +21, Search +17, Spot +18, Survival +18
Feats Dodge, Improved Critical (short sword) ( B ), Improved Initiative, Mobility,
Spring Attack, Weapon Finesse, Track ( B )
Environment Any forest
Organization Solitary, pair, pack (3-8) or great hunt (10-20)
Challenge Rating 9
Alignment Usually chaotic evil
Advancement By character class
Level Adjustment +5
Two figures step out of the forest shadows and resolve themselves into slender, elf-like humanoids. One has red hair, furred hands that end in claws, and large, foxlike ears; the other is hairless, with tiny green scales covering its scalp and arms. It has the slit-pupiled, unblinking yellow eyes of a snake. Both have an undeniably feral air about them, and they regard you with the attitude of a predator, their smiles a bit too sharp for comfort.
Jaegers, or faeries of the hunt, are a wild and savage race of fey, the embodiments of the predator. They live to hunt, and relish the chase and the kill equally. They are disdainful of those weaker than themselves, killing them out of hand. However, they see stronger creatures as a challenge, and take great delight in hunting down and murdering those more powerful than they. The only beings they truly respect are the lords of the Unseelie Court.
A typical jaeger stands 5' tall and weighs 120 pounds. They are very similar to elves in basic body structure, but each jaeger bears a striking similarity to some sort of predatory animal. For example, one might have the ears, shaggy gray fur, and yellow eyes of a wolf, while another has the lean, deadly physique of a couger. All faeries of the hunt bear sharp claws on their fingertips.
Jaegers speak Sylvan and Elven.
Combat: Faeries of the hunt relish physical combat, preferring to hunt their terrified victims into exhaustion before closing in for the kill. They are masters of the ambush, as well as hit-and-run guerilla tactics and maximizing the advantage of the terrian. Utterly without shame or honor, they will gleefully make use of others' sense of honor to gain an advantage, slay the wounded and helpless prisoners, and mock their foes in an effort to drive them into a rage. About the only positive thing that can be said about them is that they do not torture their prisoners--they rarely have prisoners, and do not see the point in torture.
Pack Hunter (Ex): Despite their disdain for all other forms of life, jaegers form close-knit packs and work well with each other. Whenever two or more jaegers are adjacent to the same opponent, all jaegers in melee with that opponent are considered to be flanking.
Hunter's Spirit (Ex): Born warriors, jaegers gain a bonus on all attack rolls equal to one-half their racial Hit Dice (+6 for a typical jaeger).
Spell-like Abilities: 3/day--dancing lights, fog cloud, ghost sound, jump. Caster level 12th; save DC 12 + spell level. The save DCs are Charisma-based.
Swift Stalker (Ex): Faeries of the hunt can move swiftly and stealthily in the forest. They can move at their full speed with no penalty to their Hide or Move Silently checks, and they take only a -10 penalty when running or charging (instead of -20).
Skills: Jaegers have a +4 racial bonus on Handle Animal and Intimidate checks.