Cantaclaro
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +2 leather armor, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+2
Attack: Rapier +2 melee (1d6-1) or Longbow +5 ranged (1d8-1)
Full Attack: Rapier +2 melee (1d6-1) or Longbow +5 ranged (1d8-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, unfettered wandering
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Skills: Bluff +10, Concentration +10, Diplomacy +8, Hide +8, Listen +5, Move Silently +5, Perform (Any Two) +17, Spot +12, Tumble +6
Feats: Dodge, Improved Initiative, Chant of Fortitude
Environment: Temperate Forests
Organization: Solitary or Troupe (1 Cantaclaro plus 1-2 Satyrs and 3-6 Nixies)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Good or Neutral
Advancement: By Class Level (Favored Class: Bard)
Level Adjustment: +0

The Cantaclaro are spirits of music, fey troubadors that wander the world spreading music. They are both mischievous tricksters and kind-hearted benefactors, lifting the spirits of the downtrodden through song and righting wrongs with swashbuckling bravado. A Cantaclaro can take on almost any humanoid form it wishes, but their true form resembles a golden-skilled elf, its brilliant violet eyes betraying its fey nature. A Cantaclaro will typically adorn itself in flamboyant, extravagant clothing, and has no concept of unwanted attention. Many take up the life of the adventurer, joining with a band of like-minded spirits.

Bardic Music (Su or Sp)
A Cantaclaro has the bardic music abilities of a 6th level Bard.

Spell-Like Abilities
At will–dancing lights, disguise self, flare (DC 14), ghost sound (DC 14), lullaby (DC 14), summon instrument, ventriloquism. 3/day–charm person (DC 15), daze (DC 14). 1/day–suggestion (DC 16). Caster level 6th. Saves are Charisma-based.

Unfettered Wandering (Su)
A Cantaclaro can travel wherever it desires, unhindered by perilous terrain. It may move through any sort of difficult terrain or undergrowth at its normal speed and without taking damage or suffering any other impairment. Magically altered terrain still affects it normally, and it cannot pass through terrain that is completely blocked.

Skills
A Cantaclaro gains a +4 racial bonus on all Perform checks.