KING
Quickling

Quickling

Fey · Crown of Deception

T1d4Minor

Speed-blurred assassins, quicklings dart unseen, time dilation their cruel gift.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 12  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1212 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Blinding Speed

Movement speed 120 ft. Attacks against the quickling have disadvantage unless it is restrained or stunned.

Passive

Evasion

On a successful save against an area effect, the quickling takes nothing.

Maneuvers

Maneuver

Dagger

Standard melee attack.

Maneuver

Blur Strike

Moves up to 120 ft and makes one dagger attack against each creature adjacent to its path (maximum 3).

Tactics

GM tactics

Darts through enemy lines, slashing at everyone in reach, then retreats 60+ ft away. Exploits its speed to avoid retaliation. Targets slow, heavily-armored foes it can easily outrun.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.