QuicklingCreature 3
Source Pathfinder Bestiary 2
Perception +9 (low-light vision)
Languages Aklo, Common, Sylvan
Skills Acrobatics +13, Crafting +8, Deception +8, Nature +8, Stealth +11, Survival +6, Thievery +11
Str +0, Dex +4, Con +1, Int +3, Wis +1, Cha +3
AC 22; Fort +6; Reflex +13; Will +8;
HP 25
Speed 100 feet
Weaknesses Coldiron 5
Shortsword +11 (+7, +3) to hit (agile, finesse, versatile s) 1d6+2 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Can't Catch MeTrigger The quickling is targeted by a Strike
Effect The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves.
Slow SusceptibilityThe quickling takes a -2 status penalty to saving throws against effects that cause the Slowed condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become Sickened 1 for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect.
Fade from ViewRequirements The quickling used no attack, manipulate, or move actions in the previous round
Effect The quickling becomes Invisible until it uses an attack, manipulate, or move action.
The quickling can't use Fade from View again for 1d4 rounds.
Sneak AttackThe quickling's Strikes deal an extra 1d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Supernatural SpeedThe quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall.
Primal Innate Spells (DC 20, +12 to hit)
Cantrips (2nd Level): Dancing Lights, Prestidigitation
1st Level: Ventriloquism
2nd Level: Shatter
Few creatures can match a quickling's speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab and slash at foes before scampering away for cover with maddening- even frightening-swiftness. Stories of people simply doubling over, bleeding from what appear to be spontaneously opening wounds, are often eyewitness accounts of quickling attacks.
Quicklings actively hate the "slow-paced dullards" they encounter every day, delighting in inflicting suffering and pain on creatures they deem too sluggish to matter. While they are related to kinder fey such as brownies and pixies, quicklings care only for their own merriment. They see their own cruel pranks as the height of humor and have full confidence that their speed and invisibility will keep them safe from harm. They occasionally form gangs of up to a dozen individuals, although the group usually devolves very quickly into mayhem, as they inevitably perform increasingly deadly pranks against each other.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FeyCreatures of the First World are called the fey.