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Quickling

Corrupted fey creatures sped up in time, moving so fast they appear as a blur

fey chaotic fast

OSRIC

OSRIC

Armor Class-3
Hit Dice2d6 hp
Number Encountered4d4
Attacks3
Damage1d4/1d4/1d4
Move1,000-ft
AlignmentChaotic evil
IntelligenceHigh to genius
XP4/200+3/hp and higher
Treasure Type2d4 gems (50%), one miscellaneous magic item plus two potions and a scroll (60%)
SizeSmall
FrequencyVery rare
Lair10%

Quicklings once resembled brownies, sylphs, pixies and other fey creatures, but have become corrupted by chaos. They dwell in fey areas, but the sylvan beauty of their homes has lost its subtlety and become sick, with plants forced to grow blooms of unnatural size and lurid colour, and their delicate scents have become cloying, eye-watering perfume.

Quicklings are somehow sped up in time, living at a different pace relative to other creatures of the prime material plane. They move so fast they can only be seen as a blur. Their three attacks (with daggers) constitute three separate attack routines, and the quickling will always win ini- tiative against any opponent who is not hasted. Quicklings cannot be surprised, and thanks to their enchanted nature and uncanny speed, they make all saving throws at +10 on the dice.

Quicklings speak most fey tongues, including elven, though they speak at three times normal speed which makes them very hard to understand.

Special Abilities

Time-Shifted Movement: Move so fast they can only be seen as a blur. Three attacks constitute three separate attack routines. Always win initiative against any opponent who is not hasted.
Cannot Be Surprised: Quicklings cannot be surprised.
Enhanced Saves: Make all saving throws at +10 on the dice.
Spell-Like Powers: Each quickling can use the following spell-like powers once each per day: dig, fire charm, forget, invisibility, levitate, shatter and ventriloquism.

Variants

Leader (any group)

Each group of quicklings will be led by one with 4d6 hp (treat as a 3HD monster).

Hit Dice4d6 hp
Attacks3
Damage1d4/1d4/1d4
Sub-leader (groups of more than a dozen)

If there are more than a dozen quicklings, there will be two such quicklings (treat as a 3HD monster).

Hit Dice4d6 hp
Attacks3
Damage1d4/1d4/1d4
Chief (groups of more than a dozen)

If there are more than a dozen quicklings, there will be one with 6d6 hp (treat as a 4HD monster). These leader-type quicklings will have daggers poisoned with a powerful sleep toxin; anyone hit by their daggers must save vs poison or fall into a drugged slumber for 1d6 hours.

Hit Dice6d6 hp
Attacks3
Damage1d4/1d4/1d4