Kryx RPGThemesCreatures
Quickling

Quickling

Tiny fey
Challenge
1

STR
−3
DEX
6
CON
1
INT
0
WIS
1
CHA
−2

10
3d4+3
18
Fort
+1
Ref
+2
Will
+1
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 20 m.
Skills Acrobatics +8 (19), Insight +1 (12), Perception +3 (14), Stealth +8 (19)
Senses darkvision 10 m.
Languages Common, Sylvan

Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.

Evasion. If the quickling is subjected to an effect that allows it to make a Reflex saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Maneuvers. The quickling uses maneuvers (maneuver save Difficulty 16). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: fan of knives, nimble, positioning strike, spring attack, step of the wind, uncanny dodge, vault

Actions (3)

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 1 m. or range 3/10 m. Hit: 8 (1d4 + 6) piercing damage.

Forestvgtm

Maneuvers

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can make a weapon attack in an attempt to knock the creature off balance with your blow. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.