Quickling (CR 6)
Alignment: Chaotic Evil (neutral)
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +12, and Spot +12
Languages: Many quicklings can speak either common, pixie, or halfling, while most of them (85%) can speak true Brownie
AC: 24 (+7 Dex, +6 speed, and +1 small size), touch 24, flat-footed 11
Hit Dice: 1d6+1 (5 hp)
Fort +13, Ref +1, Will +2
Speed: 240 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: Dagger +8 melee
Full Attack: Dagger +8 melee
Damage: quickling dagger 1d3-2, crit x3
Special Attacks/Actions: Spells
Abilities: Str 6, Dex 25, Con 13, Int 15, Wis 8, Cha 8
Special Qualities: Invisibility, Spells, Speediness
Feats: Weapon Finesse (quickling dagger); Dodge; Mobility; Scent
Skills: Hide +17, Knowledge (Lower Planes) +6, Listen +12, Spot +12, and Tracking +6
Advancement: 4 HD (small), or by class
Climate/Terrain: Temperate Forests
Keen senses (Ex): Quicklings have amazing senses of hearing, smell, and sight.
Invisibility to Mortals (Sp): Quicklings, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a quickling is present, but they're good enough at concealment that this almost never matters. Other fey and rare mortals with second sight can see them anyway. If dispelled, quicklings can become invisible again after a round.
Spell-like Abilities: Quicklings have certain inherent magical powers they can employ at will. They can use the following spells, once per day: ghost sound, command, levitate, shatter, control plants, and fire trap.
In combat, quicklings employ their sleek, needle-like daggers. Quickling leaders are 75% likely to employ blue whinnis poison.
Converted from the Monstrous Compendia, For Faerie, Queen and Country, Dragon issues 158 and 239, and Tall Tales of the Wee Folk.