CREATURE 3
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
Items lethargy poison (3 doses), shortsword
AC 22; Fort +6, Ref +13, Will +8
HP 25; Weaknesses cold iron 5
Slow Susceptibility The 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.
Can't Catch Me Trigger 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.
Speed 100 feet
Melee shortsword +11 (agile, finesse, versatile s), Damage 1d6+2 piercing plus lethargy poison
Primal Innate Spells DC 20; 2nd shatter; 1st ventriloquism; Cantrips (2nd) dancing lights, prestidigitation
Sneak Attack The quickling's Strikes deal an extra 1d6 precision damage to flat-footed creatures.
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.
Bestiary 2, page 218.
Open Quickling in the interactive creatures list or browse all creatures starting with Q.