Quickling CR 3
XP 800
Male quickling (Pathfinder RPG Bestiary 2 227)
CE Small fey
Init +7; Senses low-light vision; Perception +9
Defense
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
hp 18 (4d6+4)
Fort +3, Ref +12, Will +7
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Offense
Speed 120 ft.
Melee dagger +10 (1d3-1/19-20) or
short sword +10 (1d4-1/19-20 plus blue whinnis)
Ranged dart +10 (1d3-1)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +6)
1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
Statistics
Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14
Base Atk +2; CMB +0; CMD 18
Feats Dodge, MobilityB, Spring AttackB, Weapon Finesse
Skills Acrobatics +14 (+86 to jump), Bluff +9, Craft (alchemy) +7, Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18 (+58 while still vs. foes who can't see invisible), Survival +4, Use Magic Device +7
Languages Aklo, Common, Sylvan
SQ poison use
Combat Gear potion of bear's endurance, potion of cure light wounds, black adder venom, blue whinnis (4), caltrops, giant wasp poison, poison, huge scorpion venom; Other Gear dagger, dart (6), short sword, cloak of resistance +1, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kitUE, mirror, piton (10), pot, soap, torch (5), trail rations (3), waterskin
Ecology
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)
Special Abilities
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Natural Invisibility (Su) +40 to stealth when still vs. foes who can't see invisibility.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Slow Susceptibility (Ex) A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Supernatural Speed (Su) A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling's shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the q
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.