Q is for Quickling

Often touted as the best scout in Cormanthor by anyone who has employed his services, Fitz's natural quickling abilities put the scouting skills of most elves to shame.

Despite his knack for scouting, Fitz is actually better at something else: stealing. One of his favorite pastimes is leading parties of adventurers to a particularly nasty dungeon, allowing them to do all the heavy lifting inside, and then whiz by, snatching whatever choice magical items he finds intriguing.

He has developed quite the reputation for such unsavory tactics, but since his scouting skills are legendary and he doesn't actually kill the adventurers who hired him, many still employ his services. Those who do employ him, however, are advised to take measures to secure their loot... or at least be prepared for him to choose his own valuable tip for his services. Good luck catching him once he's claimed his prize!

Fitz, QUICKLING Ranger 3 CR 6
XP 2,400
NE Small fey
Init +7; Senses low-light vision; Perception +12
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
hp 38 (3d10+4d6+7)
Fort +5, Ref +14, Will +7
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Speed 120 ft.
Melee short sword +13 (1d4–1/19–20)
Ranged mwk composite shortbow +13 (1d4/×3)
Special Attacks sneak attack +1d6, favored enemy (magical beasts +2)
Spell-Like Abilities (CL 6th; concentration +8)
1/day—dancing lightsflare (DC 12), levitateshatter (DC 14), ventriloquism (DC 13)
Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14
Base Atk +5; CMB +3; CMD 18
Skills Acrobatics +14 (+50 jump), Bluff +12, Craft (bows) +12, Escape Artist +17, Perception +12, Spellcraft +9, Stealth +21, Survival +7, Use Magic Device +10
Languages Aklo, Common, Sylvan
SQ poison use, favored terrain (forest +2), track +1, wild empathy +2
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)
Natural Invisibility (Su) A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
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 quickling evasion and uncanny dodge (as the rogue abilities of the same names).
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.

This month, as a participant in the A-Z Blog Challenge, I'll be writing a post each day (except for Sundays) and letting the alphabet guide my content. Thematically, all of my April posts (at least those related to the blog challenge) will be monster related. Each day, I'll be challenging myself to create an encounter, NPC, location, etc. that features a monster I've never used before in a roleplaying game. Hopefully this will push me to include more variety in my current campaign, and who knows... maybe I'll find a few new favorites.

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