Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
forest
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/1d4
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
See below
Treasure
Treasure: 2d4 gems (50%), one miscellaneous magic item plus two potions and a scroll (60%)
Special
Time-Shifted Movement
Move so fast they can only be seen as a blur. Three attacks constitute three separate attack routines. Always win initiative against any opponent who is not hasted.
Special
Cannot Be Surprised
Quicklings cannot be surprised.
Special
Enhanced Saves
Make all saving throws at +10 on the dice.
Special
Spell-Like Powers
Each quickling can use the following spell-like powers once each per day: dig, fire charm, forget, invisibility, levitate, shatter and ventriloquism.
Corrupted fey creatures sped up in time, moving so fast they appear as a blur
Quicklings once resembled brownies, sylphs, pixies and other fey creatures, but have become corrupted by chaos. They dwell in fey areas, but the sylvan beauty of their homes has lost its subtlety and become sick, with plants forced to grow blooms of unnatural size and lurid colour, and their delicate scents have become cloying, eye-watering perfume.
Quicklings are somehow sped up in time, living at a different pace relative to other creatures of the prime material plane. They move so fast they can only be seen as a blur. Their three attacks (with daggers) constitute three separate attack routines, and the quickling will always win ini- tiative against any opponent who is not hasted. Quicklings cannot be surprised, and thanks to their enchanted nature and uncanny speed, they make all saving throws at +10 on the dice.
Quicklings speak most fey tongues, including elven, though they speak at three times normal speed which makes them very hard to understand.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Ability
Can't Catch Me [Reaction]
Circumstance: Trigger: The quickling is targeted by a Strike;
The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves.
Ability
Fade from View
Circumstance: The quickling used no attack, manipulate, or move actions in the
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.
Ability
Primal Innate Spells
DC 20; 2nd shatter; 1st ventriloquism; Cantrips (2nd) dancing lights, prestidigitation
Ability
Slow Susceptibility
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.
Ability
Sneak Attack
The quickling's Strikes deal an extra 1d6 precision damage to flat-footed creatures.
Ability
Supernatural Speed
The 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.
Offense
Melee
Circumstance: combat round (melee)
shortsword +11 [+7/+3] (agile, finesse, versatile S), Damage 1d6+2 piercing plus lethargy poison
Trait
Fey
Creatures of the First World are called the fey.
Item
lethargy poison (3 doses)
shortsword
Language
Aklo
Common
Sylvan
Perception
low-light vision
Weakness
cold iron 5
Actions/Abilities/Traits: Pathfinder 2e