Gire (Atomie)9900truec1fdd7a1-4c89-43d3-a5ff-97f726ec3185falsefalsefalse0617097485false00
00falsefalsefalsefalsefalseAtomie1400CNDiminutivefey7low-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 Finessetrue1717140000008falsefalseRat Swarm 1161600true60d1b084-318b-44e2-a655-d54a7cf08630falsefalsefalse01478410145false00
-12147483647falsefalseFilth Fever - Rat SwarmdiseaseFilth Fever - Rat SwarmDiseaseSwarm- injuryFort121d3dayfalse1day0false1d3Dexfalsefalse2 consecutive savesThe save DC is Constitution-based.falsefalsefalsefalseRat Swarm2600NTinyanimal(swarm)6low-light vision, scent; Perception +814, touch 14, flat-footed 12(+2 Dex, +2 size)16(3d8+3)Fort +4, Ref +5, Will +245215 ft., climb 15 ft., swim 15 ft.swarm (1d6 plus disease)10 ft.0 ft.disease, distraction (DC 12)Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2200Improved Initiative, Skill Focus (Perception)Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10uses Dex to modify Climb and Swim anysolitary, pack (2-5 swarms), or infestation (6-12 swarms)noneA squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.PFRPG Bestiary0Disease (Ex) Filth fever: Swarm- injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in the sewers of large human settlements. Rat swarms surround and attack any warm-blooded prey in their path.0001011swarm traitsadultfalsetrue215132132trueDiseaseExFilth fever: Swarm- injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.trueBalance6Climb10Perception8Stealth14Swim10trueImproved InitiativeSkill Focus (Perception)true1414120000000falsefalseRat Swarm 2161600trueb4333671-9db4-4442-b28f-c5c5389e435afalsefalsefalse0868864502false00
-12147483646falsefalseFilth Fever - Rat SwarmdiseaseFilth Fever - Rat SwarmDiseaseSwarm- injuryFort121d3dayfalse1day0false1d3Dexfalsefalse2 consecutive savesThe save DC is Constitution-based.falsefalsefalsefalseRat Swarm2600NTinyanimal(swarm)6low-light vision, scent; Perception +814, touch 14, flat-footed 12(+2 Dex, +2 size)16(3d8+3)Fort +4, Ref +5, Will +245215 ft., climb 15 ft., swim 15 ft.swarm (1d6 plus disease)10 ft.0 ft.disease, distraction (DC 12)Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2200Improved Initiative, Skill Focus (Perception)Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10uses Dex to modify Climb and Swim anysolitary, pack (2-5 swarms), or infestation (6-12 swarms)noneA squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.PFRPG Bestiary0Disease (Ex) Filth fever: Swarm- injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in the sewers of large human settlements. Rat swarms surround and attack any warm-blooded prey in their path.0001011swarm traitsadultfalsetrue215132132trueDiseaseExFilth fever: Swarm- injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.trueBalance6Climb10Perception8Stealth14Swim10trueImproved InitiativeSkill Focus (Perception)true1414120000000falsefalseQuickling 1181800trueea51d89b-1593-4ba3-b57b-b4ae5d626f62falsefalsefalse01803363508false00
-12147483645falsefalsefalsefalsefalseQuickling3800CESmallfey7low-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