HYBSIL

FREQUENCY: Rare
FREQUENCY: Rare ([Temperate Wilderness Swamp], [Temperate Wilderness Plains])
FREQUENCY: Very rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest])
FREQUENCY: Rare ([Tropical Wilderness Plains])
FREQUENCY: Very rare ([Tropical Wilderness Hills], [Tropical Wilderness Forest])

NO. APPEARING: 1d6 x 10
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: 1-1
% IN LAIR: 30% (31 Hybsils: plains or sparse woods, TPL24:4th, REF4.72)
TREASURE TYPE: [I]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 weapon
SPECIAL ATTACKS: 1-4 or by weapon
SPECIAL DEFENSES: +4 to all saving throws
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Lawful good
SIZE: S (3' tall)
LEVEL/X.P. VALUE: II | 22 + 1

SAVES: 12.13.14.16.15 <-4 accounted for>

These small antelope centaurs look like a cross between a centaur and a pixie, brownie, or sprite.
They speak Hybsil, Elf, and English. <temp color, for DMG language table> <alt>
Bugbears, ogres, and especially gnolls are their mortal enemies.
They are often on friendly terms with most 4-legged mammals, including antelopes, zebras, deer, and horses.

In combat,
they use short daggers,
but their main weapons are their arrows.
These cause 1-4 points of damage and are coated with a rare plant juice that causes sleep for 1-4 hours (save vs. poison at -4).
Hybsils add +4 to all their saving throws because of their hearty constitutions.

Hybils live in large families or close-knit tribes in temperate or subtropical grasslands.
They are seminomadic and may roam over vast areas or live an entire lifetime within a small thicket or grove.
The tribal leader will be a witch doctor capable of either druid (60%) or magic-user (40%) spells and a casting ability of up to 7th level.