As requested - revised for version 3.5:
Bingle
Tiny Fey
HD: 1d6 (3 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 40 ft. (good)
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Snowball +4 ranged (1d4/19-20)
Full Attack: Snowball +4 ranged (1d4/19-20)
Face/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic flute playing, special snowballs
Special Qualities: Damage reduction 5/cold iron, ice shape, immunity to cold, low-light vision, snow patch, spell resistance 15, vulnerability to fire, water form
Saves: Fort +0, Refl +5, Will +3
Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 17
Skills: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Move Silently +7, Perform (ice flute) +7, Search +3, Sense Motive +5, Spot +6
Feats: Dodge, Point Blank Shot (special snowball)
Climate/Terrain: Any cold, especially areas with frequent & heavy snowfall
Organization: Solitary, gang (2-4), band (6-11), or tribe (20-80)
CR: 3
Treasure: No coins; 50% goods,; 50% items
Alignment: Usually neutral good
Advancement: 2-3 HD (small), 4-5 HD (medium-size), 6 HD (large)
Level Adjustment: +4
Bingles are sprites that dwell in cold climates and protect pristine environments. They are not as reclusive as most fey, and are favored companions to northern faerie creatures and arctic druids (i.e. familiars, protectors, guides). While most bingles are commonly neutral good, or in a few cases neutral, there have been unconfirmed reports of dark, neutral evil bingles.
A bingle has the appearance of a 1 ft. tall humanoid made of snow, whose faerie wings are made of large holly leaves. The eyes of a bingle are turquoise stones that lack pupils or lids, and the nose is a translucent ruby. Most bingles prefer dark colored clothing, such as maroon vests and green tunics (which are reluctantly discarded when trying to hide in snow). They often wear hats, typically pointed, brown patchwork ones that have folded up edges. Despite their cold nature, they are seldom without a pair of white mittens. Most bingles are primarily vegetarian, but have been known to eat insects on occasion.
Despite their androgynous outward appearance, bingles have male and female members of their race. Bingle society is typical of a sprite.
COMBAT Bingles rely on their hypnotic flute playing to dissuade enemies from attacking, entering combat usually to protect themselves or their territory. If this fails, the bingle can choose to throw a special snowball that can cause 1d4 points of damage or a magical effect.
The life force of a bingle is tied to its ruby nose. It its nose should ever be forcibly removed or crushed, the bingle dies within 2d4 minutes. Damaging the wings of a bingle causes no damage to the creature's hit point total, and both regenerate their form as a percentage of 24 hours. For example, wings torn in half (50%) reform in 12 hours, whereas plucked wings (100%) take 24 hours to regrow.
Hypnotize (Su): When a bingle plays its ice flute, any non-sprite within 30 feet of the instrument must succeed a Will save (DC 15) or be affected as though by a
hypnotize spell, as long as the playing continues.
Ice Shape (Su): Once a week a bingle can shape ice into any form it desires, up to 1 cubic foot per HD.
Snow Patch (Su): A bingle can heal half of the damage inflicted upon its person simply by applying freshly fallen snow (within 24 hours) to its wounds. Only one application per wound is effective.
Special Snowballs (Ex): Bingles employ snowballs that deal no damage, but can chill or warm creatures.
Numbing Chill: Following a successful snowball hit, the bingle can use this ability to create a shivering, teeth-chattering, chilly feeling that engulfs the target creature. This muscle numbing attack reduces Dexterity to 3 for 2d4 minutes. A Fortitude save (DC 15) is required to avoid the efffects.
Pleasant Warmth: Following a successful snowball hit, the bingle can use this ability to create a blissful, warm feeling that pacifies the target creature. The blissful feeling causes the affected creature to sit and do nothing for 1d4 minutes. The warmth aura protects the target from cold (as the
endure elements spell) for 10 minutes. A Will save (DC 15) is required to avoid the effects.
Water Form (Su): This ability allows a bingle to reshape its body into an amorphous water form for 1 minute per hit point, equivalent to a water elemental of the same HD as the bingle.
*Bingles receive a +5 racial bonus to Hide checks while in a snow-covered environment.