Brownies for new D&D.
Converted from the Monstrous Compendia, For Faerie, Queen and Country, Dragon issues 158 and 239, and Tall Tales of the Wee Folk.

Brownie
Small fey

Hit Dice: 1/2d6
Initiative: +7
Speed: 30
AC: 18 (+7 dex and +1 small size)
Attacks: +8 pierce/slash
Damage: tiny sword 1d3 (crit x3)
Face/Reach: 5 feet/5 feet by 5 feet
Special Attacks: Spells
Special Qualities: Invisible, Spells, Low-light vision.
Saves: Reflex +11, Endurance +3, Will +4
Abilities: Strength 3, Dex 25, Con 13
              Int 14, Wis 14, Cha 14
Skills: Hide +17, Craft +6 (farming), Spot +12, Listen +12, Knowledge +4 (fey lore), Craft +6 (folk medicine)
Feats: Weapon Finesse, Alertness, Craft Wondrous Item
Climate/Terrain: Temperate rural homes
Organization: tribal
Treasure: standard
Challenge Rating: 1
Alignment: Lawful Good
Advancement Range: by class

Most brownies are settled creatures, attached to a specific household, usually one in or near woodlands, and almost never in a town or city. They help the occupants by doing household chores, such as sweeping, cleaning, churning, and threshing, late at night. They ask nothing in return; indeed, to be offered any sort of wages for their work would be insulting to a brownie.
	It is acceptable, however, to leave small treats as gifts for the little helpers; each brownie must have its own favorite tidbits, but the best known are the bowl of fine cream and special little cakes, made of finely ground meal toasted on the embers of the hearth, and spread with honey.
	Standing around 2 feet in height, brownies are exceedingly nimble. They resemble small halflings with brown hair, large pointed ears, and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.
	Brownies speak their own language and those of elves, pixies, sprites, and halflings, as well as common.
	
Combat: Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic.

Keen senses (Ex): Brownies have amazing senses of hearing, smell, and sight.

Invisibility to Mortals (Sp): Brownies, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a brownie is present, but brownies are good enough at concealment that this almost never matters.  Other fey and rare mortals with second sight can see them anyway.  If dispelled, brownies can become invisible again after a round.

Spell-like Abilities: Brownies use spells to harass and drive away enemies. They can use the following spells, once per day: protection from evil, ventriloquism, dancing lights, continual flame, mirror image (3 images), confusion, and dimension door. 

If cornered and unable to attack with spells, brownies attack with their miniature short swords.

Brownie, Dobie
Small fey

Hit Dice: 1/2d6 +1
Initiative: -1
Speed: 22
AC: 12 (+1 small size and +1 tough skin)
Attacks: -2 slash or bludgeon
Damage: small farm implement 1d4-1
Face/Reach: 5 feet/5 feet by 5 feet
Special Attacks: Spells
Special Qualities: Invisibility, saving throws, gullibility, low-light vision
Saves:  Fort +7, Ref +2, Will + 4
Abilities: Str 7, Dex 8, Con 12
              Int 8, Wis 6, Cha 8
Skills: Hide +9, Craft -4 (farming), Spot -2, Listen +1, Knowledge -1 (fey lore)
Feats: Craft Wondrous Item
Climate/Terrain: Temperate rural farms
Organization: Tribal
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral Good
Adv. Range: by class

These are particularly stupid and clumsy brownies that mean well but often manage to cause more trouble than good. Nevertheless, they will defend the farms they call home with all they can muster.
	Dobies are small humanoids, similar in appearance to their brownie cousins. Their features are generally plain to ugly; they have ears that are only slightly pointed, and their faces are more reminiscent of tired farmers than bright-eyed children. Their image is more "country bumpkin" than "mischievous faerie."
	Dobies inefficiently gather food from the fields after a harvest, and repay their farmer hosts by doing chores or guarding treasure, usually with disastrous results. Dobies are protective of their adopted families, and will fiercely hurl crockery, furniture, farming implements, and anything they can find at thieves, brigands, and wild animals.
	While they converse among themselves in the language of brownies, all dobies know the common tongue and at that of at least one fey creature (such as sprite or pixie).

Combat: Dobies are generally inoffensive creatures; they would prefer to walk or sneak away rather than fight, but they will battle to defend their big-folk neighbors or farms against hostile comers.

Invisibility to Mortals ((Sp): Dobies, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a dobie is present, but they're good enough at concealment that this almost never matters.  Other fey and rare mortals with second sight can see them anyway.  If dispelled, dobies can become invisible again after a round.

Gullibility: Dobies are particularly gullible, suffering a -3 penalty to Will saving throws against illusions and charm attacks.

Spell-like Abilities: In combat, a dobie can cast secret page, grease, confusion, and ray of enfeeblement, each once per day, to confound and confuse opponents.

A dobie can also used improvised materials such as hoes and hammers for 1d4 points of damage (minus their Strength penalty and plus their Small Size bonus).

Brownie, Kilmoulis
Tiny fey

Hit Dice: 1/8d6+2 (con)
Initiative +7
Speed: 40 feet
AC: 18 (+7 Dex and +1 size)
Attacks: +1 piercing
Damage: needle 1d1
Face/reach: 1 foot/1foot by 1 foot
Special Attacks: nil
Special Qualities: Invisibility, spell-like abilities, low-light vision
Saves: Reflex +11, Will +2, Endurance +2
Abilities: Str 2, Dex 25, Con 15
	        Int 9, Wis 11, Cha 8
Skills: Hide +11, Craft (millworking) +6, Spot +12, Listen +12, Craft (folk medicine) +6
Feats: Alertness, Scent
Climate/Terrain: Mills
Organization: Solitary
Challenge Rating: 1/8
Treasure: Standard
Alignment: Neutral (Chaotic Good)
Adv. Range: 1 HD (or by class). Tiny.

The killmoulis is a singular fairy, impossible to mistake for any other, for he is a short fellow with an enormous nose and no mouth. The killmoulis was once found only in water mills, but has recently taken residence in the great steam-powered mills of the cities. He lives beneath the hearth or near the boilers.
	The killmoulis is by nature mischievous, playing such pranks as mixing ashes with the flour or mingling the corns before they are ground. Fortunately he can be ordered to perform useful labor if the miller catches him before his daily pranking begins. In emergencies, he will even volunteer his services to help the miller.
	A killmoulis is under one foot in height. They inhale enormous amounts of food through their prodigious noses. Killmoulis do not speak, communicating simple emotions through telepathic messages.
	Telepathic or shapechanging beings may be able to communicate directly with killmoulis. Killmoulis personalities and interests are similar to those of the workers whose mill they share. Killmoulis tales are dominated by stories of past friends and enemies, local gossip, and the proper methods of performing tasks. The killmoulis are habitual gossips. If a killmoulis will talk with a person, that person can gain access to an unparalleled spy network, though such information may be heavily slanted toward labor or domestic matters.

Combat: Killmoulis are basically inoffensive beings. They lack any real ability or inclination to attack humans or demihumans. They may use needles to stab rats; such attacks cause 1 point of damage. 

Invisibility to Mortals ((Sp): Killmoulis, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a killmoulis is present, but they're good enough at concealment that this almost never matters.  Other fey and rare mortals with second sight can see them anyway.  If dispelled, killmoulis can become invisible again after a round.

Spell-like abilities: Killmoulis can cast augury once per day. They can cast detect thoughts and sending at will.

Brownie, Buckawn
Small fey

Hit Dice: 1d6+1
Initiative: +7
Speed: 30
AC: 18 (+7 dex and +1 small size)
Attacks: +8 melee or ranged
Damage: by weapon 1d4-2
Face/Reach: 5 feet/5 feet by 5 feet
Special Attacks: Spells
Special Qualities: Invisible, Spells, darkvision
Saves: Reflex +13, Fort +2, Will +4
Abilities: Strength 6, Dex 25, Con 13,
              Int 10, Wis 16, Cha 8
Skills: Hide +17, Spot +12, Listen +12, Knowledge + 7 (fey lore), Knowledge (nature) +8, Move Silently +13
Feats: Weapon Finesse (knife or dart), Scent
Climate/Terrain: Temperate/Forests
Organization: Clan
Treasure: standard
Challenge Rating: 5
Alignment: Neutral
Advancement Range: by class

Buckawns are similar to the more common brownies, but they are trickier and less friendly. Unlike their better-known kin, they distrust all other races and shun contact with them. If they are pressed or distrubed, buckawns have no qualms about removing the offending party once and for all.
	Buckawns look much like normal brownies, but they generally have darker skin and lighter hair. They tend to dress in russets and greens, enabling them to blend in with the wild lands they inhabit. 
	Brownies and buckawns speak the same tongue, although they find each other's accents to be quite horrid. Most buckawns can also speak one or more of the languages of sylvan creatures, such as pixies, sprites, nymphs, korreds, or satyrs.

Combat: Buckawns favor knives and darts in combat. They are quick to employ poison or other drugs on their weapons if they have some special hatred against their opponent. Buckawn poisons are among the most potent ones known to man, imposing a -4 penalty to all saves against them.

Keen senses (Ex): Buckawns have amazing senses of hearing, smell, and sight.  Thus the bonuses.

Invisibility to Mortals ((Sp): Buckawns, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a buckawn is present, but they're good enough at concealment that this almost never matters.  Other fey and rare mortals with second sight can see them anyway.  If dispelled, buckawns can become invisible again after a round.

Spell-like Abilities: Buckawns use spells to confuse, delay, and trick their enemies. They can use the following spells, once per day: ghost sound, change self, and dancing lights. In addition, they are able to employ entangle, pass without trace, summon swarm, or animate rope spells once each per day.  All buckawn spells are cast as 6th level druids.

Brownie, Redcap
Small fey

Hit Dice: 1d6+1
Initiative: +3
Speed: 30
AC: 14 (+3 dex and +1 small size)
Attacks: +2 melee
Damage: Nails and bite 1d6+2/1d6+2/1d3+2 or by weapon 1d6+2 or 1d4+2
Face/Reach: 5 feet/5 feet by 5 feet
Special Attacks: Spells, Throw Rocks
Special Qualities: Invisible, Spells, vulnerabilities, low-light vision
Saves: Reflex +5, Fort +2, Will +4
Abilities: Strength 14, Dex 17, Con 13,
              Int 10, Wis 16, Cha 8
Skills: Hide +9, Spot +12, Listen +12, Knowledge + 7 (fey lore), Knowledge (nature) +8, Move Silently +5
Feats: Power Attack, Scent
Climate/Terrain: Temperate/Forests/Ruins
Organization: Solitary
Treasure: double
Challenge Rating: 5
Alignment: Chaotic Evil
Advancement Range: by class

These hideous creatures are stunted and twisted parodies of men, dressed in browns and grays. Their name comes from the cap they wear, which they customarily dye in the blood of those they have slain. They haunt ruined castles and towers, where they hunt curious and foolish mortals who visit their homes. They hate all mortals and will kill any stranger as quick as they can; sometimes even animals receive their hostility. They are soldiers of the Unseelie Court or exiles from fey society; typically they once had humans entrusted to their care, but they were maliciously negligent.
	Redcaps appear as thickset, gnarled old brownies; as exiles from fairykind they suffer the cosmetic effects of age, though they otherwise may live just as long. Their teeth are long and protruding, and their scrawny fingers are tipped with long, claw-like nails. Peering out behind their long, grisly, tangled gray hair are bloodshot eyes filled with malice and anger. They often wear sturdy, iron boots, carry a pikestaff, and always, but always, have atop their skulls the trademark red cap.

Combat: A redcap normally fights with his pikestaff (damage 1d6-2), or a knife, handaxe, throwing axe, or halfling siangham, and always prefers to attack helpless (preferably sleeping) victims, since he is cowardly at heart. Redcaps are quick to employ poison or other drugs on their weapons.

Keen senses (Ex): Redcaps have amazing senses of hearing, smell, and sight.  Thus the bonuses.

Invisibility to Mortals ((Sp): Redcaps, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a redcap is present, but they're good enough at concealment that this almost never matters.  Other fey and rare mortals with second sight can see them anyway.  If dispelled, redcaps can become invisible again after a round.

Spell-like Abilities: Redcaps are vicious and uncompromising combatants, but they prefer to use magic before they risk themselves, using the spells entangle, desecrate, produce flame, pyrotechnics, warp wood, and doom up to once per day each. Redcap spells are cast as 6th level druids.

Throw rocks: Redcaps occupy abandoned castles and towers, from which they can drop rocks onto passerby for 1-4 hp damage per 10' fallen.

Vulnerabilities (Su): Holy symbols prominently displayed will often ward off a redcap, since this evil fey creature has a particularly great fear of the gods; similarly a character chanting prayers aloud might be subject to harassment but will not likely be attacked. Holy water is doubly repulsive to redcaps.

When killed, the redcap vanishes in a flame. The only trace left behind is a single, large tooth. Peasant lore states that this relic is of value for witchcraft, but most people prudently leave it untouched, unless they have the means to safely hide or destroy it.

Brownie, Quickling
Small fey

Hit Dice: 1d6+1
Initiative: +11
Speed: 240.
AC: 24 (+7 dex, +6 speed, and +1 small size)
Attacks: +8 melee
Damage: quickling dagger 1d3-2, crit x3
Face/Reach: 5 feet/5 feet by 5 feet
Special Attacks: Spells
Special Qualities: Invisibility, Spells, Speediness, low-light vision
Saves: Reflex +13, Fort +1, Will +2
Abilities: Strength 6, Dex 25, Con 13,
              Int 15, Wis 8, Cha 8
Skills: Hide +17, Spot +12, Listen +12, Tracking +6, Knowledge (Lower Planes) +6
Feats: Weapon Finesse (quickling dagger), Dodge, Mobility, Scent
Climate/Terrain: Temperate/Forests
Organization: Clan
Treasure: standard
Challenge Rating: 6
Alignment: Chaotic Evil (neutral)
Advancement Range: 4 hit dice (small), or by class

Although they were once much like any other race of brownies, quicklings sought out dark and dangerous magical powers. It may be that they intended to do good with their powers at one time, but the evil magic was too strong for them and they were corrrupted.
	Quicklings are small and slender beings. They look much like miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their eyes are cold and cruel with a tiny spark of yellow light. Their skin is a pale blue to blue white and their hair is often silver or snowy white.
	Quicklings dress in fine clothes of bright colors. They are fond of silver and black, often selecting fabrics and metals in these colors. Quicklings never wear any form of armor or cumbersome clothes.
	Quicklings speak a tongue very similar to that of brownies, dobies, and buckawns, but they speak very quickly. To those unfamiliar with it, their s peech is nothing but a meaningless stream of noise with individual sounds and words passing so quickly that no human can follow it.  If quicklings wish to communicate with other beings, they must take care to speak very slowly. Many quicklings can speak either cmmon, pixie, or halfling, while most of them (85%) can speak true Brownie.

Combat: In combat, quicklings employ their sleek, needle-like daggers. Quickling leaders are 75% likely to employ blue whinnis poison.

Keen senses (Ex): Quicklings have amazing senses of hearing, smell, and sight.  Thus the bonuses.

Invisibility to Mortals ((Sp): Quicklings, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a quickling is present, but they're good enough at concealment that this almost never matters.  Other fey and rare mortals with second sight can see them anyway.  If dispelled, quicklings can become invisible again after a round.

Spell-like Abilities: Quicklings have certain inherent magical powers they can employ at will. They can use the following spells, once per day: ghost sound, command, levitate, shatter, control plants, and fire trap.