Gire (Atomie) 9 9 0 0 true c1fdd7a1-4c89-43d3-a5ff-97f726ec3185 false false false 0 617097485 false 0 0 0 0 false false false false false Atomie 1 400 CN Diminutive fey 7 low-light vision; Perception +7 17, touch 17, flat-footed 14 (+3 Dex, +4 size, +0 natural) 9 (2d6+2) Fort +1, Ref +6, Will +5 1 6 5 2/cold iron 20 ft., fly 50 ft. (good) rapier +8 (1d2-2/18-20) 1 ft. 0 ft. sneak attack +1d6 Spell-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 item Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18 1 0 8 Improved InitiativeB, Weapon Finesse Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20 Common, Sylvan; speak with animals any temperate solitary, 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 3 0 Atomies 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. 0 0 1 0 0 0 1 false true 6 17 13 11 14 18 false true Acrobatics 8 Bluff 9 Escape Artist 7 Fly 18 Perception 7 Sense Motive 6 Stealth 20 true Improved Initiative Weapon Finesse true 17 17 14 0 0 0 0 0 0 8 false false Rat Swarm 1 16 16 0 0 true 60d1b084-318b-44e2-a655-d54a7cf08630 false false false 0 1478410145 false 0 0 -1 2147483647 false false Filth Fever - Rat Swarm disease Filth Fever - Rat Swarm Disease Swarm- injury Fort 12 1d3 day false 1 day 0 false 1d3 Dex false false 2 consecutive saves
The save DC is Constitution-based.
false
false false false Rat Swarm 2 600 N Tiny animal (swarm) 6 low-light vision, scent; Perception +8 14, touch 14, flat-footed 12 (+2 Dex, +2 size) 16 (3d8+3) Fort +4, Ref +5, Will +2 4 5 2 15 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 2 2 0 0 Improved Initiative, Skill Focus (Perception) Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10 uses Dex to modify Climb and Swim any solitary, pack (2-5 swarms), or infestation (6-12 swarms) none A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path. PFRPG Bestiary 0 Disease (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. 0 0 0 1 0 1 1 swarm traits adult false true 2 15 13 2 13 2 true Disease 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. true Balance 6 Climb 10 Perception 8 Stealth 14 Swim 10 true Improved Initiative Skill Focus (Perception) true 14 14 12 0 0 0 0 0 0 0
false false
Rat Swarm 2 16 16 0 0 true b4333671-9db4-4442-b28f-c5c5389e435a false false false 0 868864502 false 0 0 -1 2147483646 false false Filth Fever - Rat Swarm disease Filth Fever - Rat Swarm Disease Swarm- injury Fort 12 1d3 day false 1 day 0 false 1d3 Dex false false 2 consecutive saves
The save DC is Constitution-based.
false
false false false Rat Swarm 2 600 N Tiny animal (swarm) 6 low-light vision, scent; Perception +8 14, touch 14, flat-footed 12 (+2 Dex, +2 size) 16 (3d8+3) Fort +4, Ref +5, Will +2 4 5 2 15 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 2 2 0 0 Improved Initiative, Skill Focus (Perception) Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10 uses Dex to modify Climb and Swim any solitary, pack (2-5 swarms), or infestation (6-12 swarms) none A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path. PFRPG Bestiary 0 Disease (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. 0 0 0 1 0 1 1 swarm traits adult false true 2 15 13 2 13 2 true Disease 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. true Balance 6 Climb 10 Perception 8 Stealth 14 Swim 10 true Improved Initiative Skill Focus (Perception) true 14 14 12 0 0 0 0 0 0 0
false false
Quickling 1 18 18 0 0 true ea51d89b-1593-4ba3-b57b-b4ae5d626f62 false false false 0 1803363508 false 0 0 -1 2147483645 false false false false false Quickling 3 800 CE Small fey 7 low-light vision; Perception +9 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size) 18 (4d6+4) Fort +2, Ref +11, Will +6 2 11 6 5/cold iron 120 ft. short sword +10 (1d4-1/19-20) 5 ft. 5 ft. sneak attack +1d6 Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14 2 0 18 Dodge, MobilityB, Spring AttackB, Weapon Finesse Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7 Aklo, Common, Sylvan poison use temperate forests solitary, 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 2 0 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. 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. 0 0 0 0 0 0 1 evasion, natural invisibility, supernatural speed, uncanny dodge slow susceptibility false true 8 24 13 15 15 14 true 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. true Acrobatics 14 Bluff 9 Craft any one 9 Escape Artist 14 Perception 9 Spellcraft 6 Stealth 18 Survival 4 Use Magic Device 7 true Dodge Mobility Spring Attack Weapon Finesse true 20 19 12 1 0 0 0 1 0 18 false false