This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight. -------------------- CYFLYMDER CR 3 Male Quickling CE Small Fey Init +7; Senses Low-Light Vision; Perception +9 -------------------- DEFENSE -------------------- AC 19, touch 18, flat-footed 11 (+7 Dex, +1 size, +1 natural, +1 dodge) hp 7 (4d6+4) Fort +3, Ref +12, Will +7 Defensive Abilities Evasion, Natural Invisibility, Supernatural Speed, Uncanny Dodge; DR 5/cold iron Weakness Slow Susceptibility -------------------- OFFENSE -------------------- Spd 120 ft. Melee Shortsword +10 (1d4-1/19-20/x2) and Unarmed Strike +10 (1d2-1/20/x2) Special Attacks Sneak Attack +1d6 -------------------- STATISTICS -------------------- Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14 Base Atk +2; CMB +0; CMD 17 Feats Dodge, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +14, Bluff +9, Craft: Other +7, Escape Artist +14, Fly +9, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7 Modifiers Acrobatics (Jump) +36 Languages Aklo, Common, Sylvan SQ Poison Use (Ex) Combat Gear Shortsword; Other Gear Brooch of Shielding, Cloak of Resistance, +1, Poison, Blue Whinnis (4) -------------------- 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 -------------------- Acrobatics (Jump) +36 (Ex) You gain the specified bonus to acrobatics checks made to jump. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mobility +4 to AC against some attacks of opportunity. 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. Poison Use (Ex) You do not risk poisoning yourself accidently 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 +1d6 damage if you flank your target or your target 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. Created With Hero Lab® - try it for free at http://www.wolflair.com! This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight. -------------------- QUICKLING CR 3 Male Quickling CE Small Fey Init +7; Senses Low-Light Vision; Perception +9 -------------------- DEFENSE -------------------- AC 19, touch 18, flat-footed 11 (+7 Dex, +1 size, +1 natural, +1 dodge) hp 7 (4d6+4) Fort +2, Ref +11, Will +6 Defensive Abilities Evasion, Natural Invisibility, Supernatural Speed, Uncanny Dodge; DR 5/cold iron Weakness Slow Susceptibility -------------------- OFFENSE -------------------- Spd 120 ft. Melee Shortsword +10 (1d4-1/19-20/x2) and Unarmed Strike +10 (1d2-1/20/x2) Special Attacks Sneak Attack +1d6 -------------------- STATISTICS -------------------- Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14 Base Atk +2; CMB +0; CMD 17 Feats Dodge, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +14, Bluff +9, Craft: Other +7, Escape Artist +14, Fly +9, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7 Modifiers Acrobatics (Jump) +36 Languages Aklo, Common, Sylvan SQ Poison Use (Ex) Combat Gear Shortsword; Other Gear Poison, Blue Whinnis (4) -------------------- 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 -------------------- Acrobatics (Jump) +36 (Ex) You gain the specified bonus to acrobatics checks made to jump. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mobility +4 to AC against some attacks of opportunity. 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. Poison Use (Ex) You do not risk poisoning yourself accidently 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 +1d6 damage if you flank your target or your target 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. Created With Hero Lab® - try it for free at http://www.wolflair.com! Flecks of saliva drip from the corners of this filthy and ill-smelling humanoid, and his large pointed ears twitch at every sound. -------------------- SPRIGGAN #1 CR 3 Male Spriggan CE Small Humanoid (Gnome) Init +4; Senses Low-Light Vision; Perception +7 -------------------- DEFENSE -------------------- AC 19, touch 17, flat-footed 15 (+2 armor, +4 Dex, +1 size) hp 20 (4d8+4) Fort +5, Ref +5, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Morningstar +5 (1d6-1/20/x2) and Unarmed Strike +3 (1d2-1/20/x2) Ranged Crossbow, Light +6 (1d6/19-20/x2) Special Attacks Sneak Attack +2d6 Spell-Like Abilities Flare (At will), Scare (At will), Shatter (At will) -------------------- STATISTICS -------------------- Str 9, Dex 19, Con 12, Int 10, Wis 10, Cha 9 Base Atk +3; CMB +1; CMD 17 Feats Combat Reflexes (5 AoO/round), Weapon Focus: Morningstar Skills Climb +1, Disable Device +11, Fly +6, Perception +7, Sleight of Hand +11, Stealth +15 Languages Aklo, Gnome SQ Size Alteration (Su), Spriggan Magic (Ex), Spriggan Skills (Ex) Combat Gear Leather, Masterwork Morningstar, Bolts, Crossbow (10), Crossbow, Light; -------------------- ECOLOGY -------------------- Environment Any hills or forests Organization Solitary, pair, or mob (3-12) Treasure Npc gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure) -------------------- SPECIAL ABILITIES -------------------- Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities. Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight of Hand, and Stealth are class skills for spriggans. Created With Hero Lab® - try it for free at http://www.wolflair.com! Flecks of saliva drip from the corners of this filthy and ill-smelling humanoid, and his large pointed ears twitch at every sound. -------------------- SPRIGGAN #2 CR 3 Male Spriggan CE Large Humanoid (Gnome) Init +3; Senses Low-Light Vision; Perception +7 -------------------- DEFENSE -------------------- AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, -1 size) hp 32 (4d8+16) Fort +8, Ref +4, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Morningstar +9 (2d6+5/20/x2) and Unarmed Strike +7 (1d4+5/20/x2) Ranged Crossbow, Light +3 (2d6/19-20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Sneak Attack +2d6 -------------------- STATISTICS -------------------- Str 9/21, Dex 19/17, Con 12/18, Int 10, Wis 10, Cha 9 Base Atk +3; CMB +9; CMD 24 Feats Combat Reflexes (4 AoO/round), Weapon Focus: Morningstar Skills Climb +7, Disable Device +10, Fly +1, Perception +7, Sleight of Hand +10, Stealth +6 Languages Aklo, Gnome SQ Size Alteration (Su), Spriggan Magic (Ex), Spriggan Skills (Ex) Combat Gear Leather, Masterwork Morningstar, Bolts, Crossbow (10), Crossbow, Light; -------------------- ECOLOGY -------------------- Environment Any hills or forests Organization Solitary, pair, or mob (3-12) Treasure Npc gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure) -------------------- SPECIAL ABILITIES -------------------- Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities. Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight of Hand, and Stealth are class skills for spriggans. Created With Hero Lab® - try it for free at http://www.wolflair.com!