Cyflymder 18 18 0 0 true 3cc3e217-347b-4ad8-9e6e-f88df41fbeb5 false false false 0 1652250750 false 0 0 0 0 false false false false false Cyflymder 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 3 13 7 5/cold iron 120 ft. short sword +10 (1d4-1/19-20) 5 ft. 5 ft. sneak attack +1d6 Spell-Like Abilities 1/day - dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13) 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, brooch of shielding (101 points), 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 Quickling 1 18 18 0 0 true e97aa022-74e8-4ae6-8a8d-067a827bfa60 false false false 0 737104235 false 0 0 -1 2147483647 true 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 Spriggan 1 34 34 0 0 true 56a72c48-863c-4a4d-adb2-2edff4345975 false false false 0 1712173500 false 0 0 -1 2147483646 false false false false false Spriggan 3 800 CE Large humanoid (gnome) 3 low-light vision; Perception +7 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, -1 size) 34 (4d8+16) Fort +5, Ref +5, Will +1 8 4 1 20 ft. mwk morningstar +9 (2d6+5) light crossbow +5 (2d6/19-20) 10 ft. 10 ft. sneak attack +2d6 Spell-Like Abilities (CL 4th; concentration +4) At will-flare (DC 10), scare (DC 12), shatter (DC 12) Str 9, Dex 19, Con 12, Int 10, Wis 10, Cha 9 3 +9 22 Combat Reflexes, Weapon Focus (morningstar) Climb +1, Disable Device +11, Perception +7, Sleight of Hand +11, Stealth +15 +2 Climb, +2 Disable Device, +2 Perception, +2 Sleight of Hand, +2 Stealth Aklo, Gnome size alteration, spriggan magic, spriggan skills any hills or forests solitary, pair, or mob (3-12) NPC Gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure) Flecks of saliva drip from the corners of this filthy and ill-smelling humanoid, and his large pointed ears twitch at every sound. PFRPG Bestiary 2 0 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 them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, -2 Dexterity, and +6 Constitution, and he takes a -2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes). 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. When the gnomes first traveled to the mortal realm from the distant land of the fey, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threats of the new world but none of its wonders, they grimly resolved to survive no matter the cost. Their innate magic responded to this twisted goal by reshaping them in mind and body over the course of many generations, transforming them into the creatures known as spriggans. Love, happiness, and beauty have no meaning for these poor souls, so they lead lives of violence and malice. The best they can manage in place of positive emotions is a muted satisfaction when they make another suffer. Spriggans resemble ugly gnomes with an alien, feral appearance. Many are gaunt and haggard. When magically enlarged, they look the same except much more hale and muscular. 0 0 0 0 0 0 1 false true 21 17 18 10 10 9 true 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 them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, -2 Dexterity, and +6 Constitution, and he takes a -2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes). 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. true Climb 7 Disable Device 10 Perception 7 Sleight of Hand 10 Stealth 6 true Combat Reflexes Weapon Focus (morningstar) true 14 12 11 0 0 0 2 0 9 22 false false Spriggan 2 34 34 0 0 true 3b9982c7-1b08-4068-8822-f055c0de0397 false false false 0 585928184 false 0 0 -1 2147483645 false false false false false Spriggan 3 800 CE Large humanoid (gnome) 3 low-light vision; Perception +7 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, -1 size) 34 (4d8+16) Fort +5, Ref +5, Will +1 8 4 1 20 ft. mwk morningstar +9 (2d6+5) light crossbow +5 (2d6/19-20) 10 ft. 10 ft. sneak attack +2d6 Spell-Like Abilities (CL 4th; concentration +4) At will-flare (DC 10), scare (DC 12), shatter (DC 12) Str 9, Dex 19, Con 12, Int 10, Wis 10, Cha 9 3 +9 22 Combat Reflexes, Weapon Focus (morningstar) Climb +1, Disable Device +11, Perception +7, Sleight of Hand +11, Stealth +15 +2 Climb, +2 Disable Device, +2 Perception, +2 Sleight of Hand, +2 Stealth Aklo, Gnome size alteration, spriggan magic, spriggan skills any hills or forests solitary, pair, or mob (3-12) NPC Gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure) Flecks of saliva drip from the corners of this filthy and ill-smelling humanoid, and his large pointed ears twitch at every sound. PFRPG Bestiary 2 0 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 them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, -2 Dexterity, and +6 Constitution, and he takes a -2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes). 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. When the gnomes first traveled to the mortal realm from the distant land of the fey, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threats of the new world but none of its wonders, they grimly resolved to survive no matter the cost. Their innate magic responded to this twisted goal by reshaping them in mind and body over the course of many generations, transforming them into the creatures known as spriggans. Love, happiness, and beauty have no meaning for these poor souls, so they lead lives of violence and malice. The best they can manage in place of positive emotions is a muted satisfaction when they make another suffer. Spriggans resemble ugly gnomes with an alien, feral appearance. Many are gaunt and haggard. When magically enlarged, they look the same except much more hale and muscular. 0 0 0 0 0 0 1 false true 21 17 18 10 10 9 true 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 them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, -2 Dexterity, and +6 Constitution, and he takes a -2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes). 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. true Climb 7 Disable Device 10 Perception 7 Sleight of Hand 10 Stealth 6 true Combat Reflexes Weapon Focus (morningstar) true 14 12 11 0 0 0 2 0 9 22 false false