Quickling
Few creatures can match the speed of a quickling. These malicious fey creatures delight in striking with blinding speed and accuracy, often killing their victims without ever fully revealing themselves; the victim simply spurts blood and falls over dead, with no witnesses to the quickling's deed. Though related to brownies and grigs, quicklings share none of their kin's generosity or merriment, choosing instead to live a life of cruelty and viciousness. Quicklings pride themselves on insults and brutality, and frequently stalk and harass their quarry until the victim gives up the chase. While quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures. Quicklings hate every other race of creature, particularly elves, gnomes, and other kinds of fey. They barely tolerate their own kind, and rarely work together for longer than a few weeks.
Quicklings stand just over 2-1/2 feet tall and weigh 15 pounds.
- HP
- 18 (4d6+4)
- AC
- 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
- Speed
- 120 ft.
- Init
- +7
- Melee
- short sword +10 (1d4-1/19-20)
- BAB
- +2
- CMB
- +0
- CMD
- 18
- Fort
- +2
- Ref
- +11
- Will
- +6
- DR
- 5/cold iron
- Defensive Abilities
- evasion, natural invisibility, supernatural speed, uncanny dodge
Weapons: Simple
sneak attack +1d6
poison use
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7
- Type
- Fey
- Alignment
- CE
- Size
- Small
- Environment
- temperate forests
- Organization
- solitary, gang (2-5), or band (4-11 plus one advanced leader)
- Treasure
- NPC gear (blue whinnis poison [4 doses], Small short sword, other treasure)
- Senses
- low-light vision; Perception +9
- Languages
- Aklo, Common, Sylvan
- Source
- Bestiary 2
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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