Spider Swarm 19900truec1743a54-8cdd-4369-b88f-66e92b71d719falsefalsefalse0489573305false00
00falsefalseSpider Swarm PoisonpoisonSpider Swarm PoisonPoisonSwarm-injuryFort11false1round0false1d2Strfalsefalse1 saveThe save DC is Constitution-based.falsefalsefalsefalseSpider Swarm1400NDiminutivevermin(swarm)3darkvision 60 ft., tremorsense 30 ft.; Perception +417, touch 17, flat-footed 14(+3 Dex, +4 size)9(2d8)Fort +3, Ref +3, Will +033020 ft., climb 20 ft.swarm (1d6 plus poison and distraction)10 ft.0 ft.distraction (DC 11)Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2100Climb +11, Perception +4+4 Perception; uses Dexterity for Climb checks anysolitary, pair, tangle (3-6 swarms) or colony (11-20 swarms)noneAn awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.PFRPG Bestiary0Poison (Ex) Swarm-injury; save Fort DC 11; frequency 1/ round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.The sight of a carpet of swarming spiders is unsettling indeed-particularly when the swarm is made up of spiders each the size of a gold coin and possessing bladelike mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.0001001swarm traitsmind-affecting effects, weapon damageswarm traitsadultfalsetrue11710102truePoisonExSwarm-injury; save Fort DC 11; frequency 1/ round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.trueClimb11Perception4falsetrue1717140000000falsefalseGire (Atomie)9900truec1fdd7a1-4c89-43d3-a5ff-97f726ec3185falsefalsefalse0617097485false00
-12147483647falsefalsefalsefalsefalseAtomie1400CNDiminutivefey7low-light vision; Perception +717, touch 17, flat-footed 14(+3 Dex, +4 size, +0 natural)9(2d6+2)Fort +1, Ref +6, Will +51652/cold iron20 ft., fly 50 ft. (good)rapier +8 (1d2-2/18-20)1 ft.0 ft.sneak attack +1d6Spell-Like Abilities (CL 6th; concentration +10) Constant-speak with animals At Will-dancing lights, reduce person (DC 15) 3/day-invisibility (self only) 1/day-shrink itemStr 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18108Improved InitiativeB, Weapon FinesseAcrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20Common, Sylvan; speak with animals any temperatesolitary, pair, gang (3-6), or band (7-14)standard (rapier, other treasure)This miniscule, green-skinned humanoid wields a needle-thin rapier. A pair of dragonfly wings holds the wee creature aloft.PFRPG Bestiary 30Atomies perceive themselves as larger than they actually are. Like pups standing up to a full-grown cur, atomies never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves. Atomies find great pleasure in shoring up the odds in a fight against larger foes. They make use of their reduce person spell-like ability as an offensive measure, hoping to shock and humiliate humanoid opponents, giving them a chance to make a killing jab. Atomies employ their invisibility spell-like ability to get in close and make sneak attacks before darting back out of reach. In lands thick with fey, atomies often serve as border sentries or bodyguards to nymphs, dryads, or other more powerful fey creatures. While atomies prove only passable in their ability to defend such creatures, other fey accept their fealty out of respect and perhaps with a bit of mirth as well. Atomies enjoy their time as honor guards, but often grow bored and leave their posts in search of adventure. These nimble creatures adore swordplay and practice with their blades endlessly. Atomies often travel their lands seeking adventure tinged with mischief. Sensitive to bullying and oppression, atomies revel in turning the tables on a cruel mayor or tormenting dishonorable mercenary bands. Atomies, enamored with tales of epic duels and the defeat of great evils, sometimes follow adventuring parties and eavesdrop on their nightly tales by the campfire. If a warrior in the group tends to boast of his swordplay, an atomie rarely resists the urge to humble him by sabotaging his equipment or invisibly reducing him and challenging him to a duel. Atomies get along well with grigs, and it is not uncommon to see the two types of creatures banding together for defense or companionship. Some sages claim the two creatures share a past link, pointing out their similar insectile wings. Anyone questioning an atomie or grig about this theory is greeted with bouts of shrill tiny laughter. An atomie stands just under a foot tall and weighs 2 pounds.0010001falsetrue61713111418falsetrueAcrobatics8Bluff9Escape Artist7Fly18Perception7Sense Motive6Stealth20trueImproved InitiativeWeapon Finessetrue1717140000008falsefalseQuickling 1181800true2f75c128-e37f-4dde-807c-595718052771falsefalsefalse01035575856false00
-12147483646falsefalsefalsefalsefalseQuickling3800CESmallfey7low-light vision; Perception +920, touch 19, flat-footed 12(+7 Dex, +1 dodge, +1 natural, +1 size)18(4d6+4)Fort +2, Ref +11, Will +621165/cold iron120 ft.short sword +10 (1d4-1/19-20)5 ft.5 ft.sneak attack +1d6Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 142018Dodge, MobilityB, Spring AttackB, Weapon FinesseAcrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7Aklo, Common, Sylvanpoison use temperate forestssolitary, gang (2-5), or band (4-11 plus one advanced leader)NPC gear (blue whinnis poison [4 doses], Small short sword, other treasure)This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight.PFRPG Bestiary 20Natural 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.Few creatures can match the speed of a quickling. These malicious fey creatures delight in striking with blinding speed and accuracy, often killing their victims without ever fully revealing themselves; the victim simply spurts blood and falls over dead, with no witnesses to the quickling's deed. Though related to brownies and grigs, quicklings share none of their kin's generosity or merriment, choosing instead to live a life of cruelty and viciousness. Quicklings pride themselves on insults and brutality, and frequently stalk and harass their quarry until the victim gives up the chase. While quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures. Quicklings hate every other race of creature, particularly elves, gnomes, and other kinds of fey. They barely tolerate their own kind, and rarely work together for longer than a few weeks. Quicklings stand just over 2-1/2 feet tall and weigh 15 pounds.0000001evasion, natural invisibility, supernatural speed, uncanny dodgeslow susceptibilityfalsetrue82413151514trueNatural InvisibilitySuA 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 SpeedSuA 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 SusceptibilityExA 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.trueAcrobatics14Bluff9Craftany one9Escape Artist14Perception9Spellcraft6Stealth18Survival4Use Magic Device7trueDodgeMobilitySpring AttackWeapon Finessetrue20191210001018falsefalse