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Shee - CR 4
XP 1,200
Medium outsider (spirit)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
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AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
hp 39 (6d10+6)
Fort +6, Ref +7, Will +4
DR 5/cold iron, Resist cold 10, electricity 10, fire 10, SR 9
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Speed 30 ft., fly 20 ft. (perfect); 20 ft.
Melee scimitar +8/+3 (1d6+3/18–20)
Ranged composite longbow +8/+3 (1d8+2/×3)
Spell-Like Abilities (CL 8th)
3/day—invisibility (self only), plane shift (willing targets to spiritworld only), speak with animals
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Abilities Str 14, Dex 15, Con 13, Int 14, Wis 15, Cha 14
Base Atk +6; CMB +9; CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative(B), Mobility
Skills Appraise +11, Craft (any one—usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6
Languages -
Gear composite longbow, chain shirt, scimitar
I just realized that a jann genie is very close to what I have in mind for the shee. So I added the modified celestial creature template for spirit creatures and removed some of the spell-like abilities, which should keep the CR where I want it.
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Nymph - CR 8
XP 4,800
Medium outsider (spirit)
Init +5; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
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AC 23, touch 23, flat-footed 17 (+7 deflectiom, +5 Dex, +1 Dodge)
hp 76 (8d10+32)
Fort +17, Ref +18, Will +16
DR 10/cold iron; Resist cold 10, electricity 10, fire 10; SR 17
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Speed 30 ft., swim 20 ft.
Melee cold iron dagger +14 (1d4/19-20)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th):
1/day - dimension door
Spells Known (CL 7th; concentration +14):
3rd (6/day) - dispel magic, water breathing
2nd (8/day) - barkskin, lesser restoration, summon monster II
1st (8/day) - charm animal, cure light wounds, endure elements, obscuring mist, remove fear
0 (at will) - create water, detect magic, detect poison, guidance, light, purify food and drink, stabilize
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Abilities Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
Base Atk +8; CMB +13; CMD 31
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19
Languages -
SQ inspiration, unearthly grace, wild empathy +21
Gear cold iron dagger
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Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Nature Meld (Su) A nymph can meld with any tree, rock, or body of water similar to how the spell meld into stone functions. She can remain melded as long as she wishes.
Spells (Su) A nymph casts spells as a 7th-level oracle. An oracle can learn any spells that are bonus spells of the flame, nature, stone, waves, and wind mysteries.
Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) This works like the ranger's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective ranger level is equal to her HD for determining her total modifer to the check.