It's a ball of eerie light, flying around frantically, while occasionally giggling.
CR 1; XP 400
CN Small Fey
Init +6; Senses low-light vision; Perception +9
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 14 (4d6)
Fort +1, Ref +6, Will +4
Defensive Abilities vanishing trick
Speed fly 30 ft. (perfect)
Melee jolt +6 touch (1d3 and buzzing mark)
Special Attacks buzzing mark
Str 10, Dex 14, Con 10, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +1 (+5 steal); CMD 13
Feats Alertness, Improved Initiative
Skills Bluff +8, Fly +19, Perception +9, Sense Motive +9, Sleight Of Hand +9, Stealth +13
Languages Sylvan; telepathy 100 ft.
SQ telekinetic appendages
Environment temperate forests or urban
Organization single or pair
Buzzing Mark (Su) Whenever a prankstar deals damage with its jolt, all creatures bearing its buzzing mark also suffer 1d3 points of electric damage.
Jolt (Su) A prankstar can make a melee touch attack that deals 1d3 points of electric damage and leaves a buzzing mark on the target for the next 1d4+1 rounds.
Telekinetic Manipulation (Su) A prankstar can telekinetically manipulate objects as if it had a pair of halfling-sized arms with a 30 feet reach. It can use Sleight Of Hand skill and steal combat maneuver at a distance, gaining +4 racial bonus to the later.
Vanishing Trick (Su) A prankstar can become invisible for 4 rounds as a swift action three times per day.
Prankstars are annoying fey that enjoy making simple pranks on other sapient beings. They steal things, prod humanoids and beasts with their electric jolt, and pretend to be benevolent lantern archons (DC 17 Knowledge (planes) check is required to recognize it's not an actual archon, though noticing individual traits that don't match can grant +1 bonus to the roll per ability missing or not fitting), while sowing minor mischief. While not terribly malicious, they are rather short sighted and can easily cause lasting harm by carelessness or ignorance. Thankfully, they are easily bored and often switch targets.