Underearth Quickling

Underearth Quicklings

All quicklings have the following

Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8 | Senses Darkvision 60 ft., Passive Perception 15 | Proficiency Bonus +2

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 Dexterity 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.

Individual quicklings

Quickling Commoner

STR : 4 ( -3 )

DEX : 23 ( +6 )

CON : 12 ( +1 )

INT : 10 ( 0 )

WIS : 12 ( +1 )

CHA : 8 ( -1 )

Armor Class: 16 Hit Points: 10
Movement: 120 ft. Challenge: 1 (200 xp)

Actions
Multiattack. The quickling makes three dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Quickling Warrior

STR : 6 ( -2 )

DEX : 23 ( +6 )

CON : 14 ( +2 )

INT : 10 ( 0 )

WIS : 14 ( +2 )

CHA : 8 ( -1 )

Armor Class: 18 Hit Points: 16

Movement: 120 ft. Challenge: 1 1/2 (300 xp)

Actions
Multiattack. The quickling makes three attacks.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Quickling Chief

STR : 8 ( -1 )

DEX : 23 ( +6 )

CON : 18 ( +4 )

INT : 12 ( +1)

WIS : 14 ( +2 )

CHA : 12 ( +1 )

Armor Class: 19 Hit Points: 38

Movement: 120 ft. Challenge: 3 (600 xp)

Actions
Multiattack. The quickling makes four attacks.

Common Sword with shield. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., two targets. Hit: 12 (1d8 + 8) piercing damage.

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