Quickling
Fey · Crown of Deception
T1d4Minor
Speed-blurred assassins, quicklings dart unseen, time dilation their cruel gift.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 12 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Blinding Speed
Movement speed 120 ft. Attacks against the quickling have disadvantage unless it is restrained or stunned.
Evasion
On a successful save against an area effect, the quickling takes nothing.
Maneuvers
Dagger
Standard melee attack.
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
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- 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.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 2 kills it outright, 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.