This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight.
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CYFLYMDER CR 3
Male Quickling
CE Small Fey
Init +7; Senses Low-Light Vision; Perception +9
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DEFENSE
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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
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OFFENSE
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Spd 120 ft.
Melee Shortsword +10 (1d4-1/19-20/x2) and
Unarmed Strike +10 (1d2-1/20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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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)
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ECOLOGY
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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)
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SPECIAL ABILITIES
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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.
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QUICKLING CR 3
Male Quickling
CE Small Fey
Init +7; Senses Low-Light Vision; Perception +9
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DEFENSE
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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
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OFFENSE
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Spd 120 ft.
Melee Shortsword +10 (1d4-1/19-20/x2) and
Unarmed Strike +10 (1d2-1/20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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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)
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ECOLOGY
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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)
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SPECIAL ABILITIES
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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.
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SPRIGGAN #1 CR 3
Male Spriggan
CE Small Humanoid (Gnome)
Init +4; Senses Low-Light Vision; Perception +7
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DEFENSE
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AC 19, touch 17, flat-footed 15 (+2 armor, +4 Dex, +1 size)
hp 20 (4d8+4)
Fort +5, Ref +5, Will +1
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OFFENSE
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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)
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STATISTICS
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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;
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ECOLOGY
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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)
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SPECIAL ABILITIES
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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.
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SPRIGGAN #2 CR 3
Male Spriggan
CE Large Humanoid (Gnome)
Init +3; Senses Low-Light Vision; Perception +7
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DEFENSE
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, -1 size)
hp 32 (4d8+16)
Fort +8, Ref +4, Will +1
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OFFENSE
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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
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STATISTICS
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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;
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ECOLOGY
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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)
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SPECIAL ABILITIES
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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!