16
10 (3d4+3)
walk 120 ft.
Acrobatics +8, Perception +5, Sleight of hand +8, Stealth +8
darkvision 60 ft.
Common, Sylvan
1
Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
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.
The quickling makes three dagger attacks.
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
16
10 (3d4 + 3)
walk 120 ft.
Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
darkvision 60 ft.
Common, Sylvan
1
+2
Attack rolls against the quickling have disadvantage unless it is incapacitated or its speed is 0.
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, provided it isn't incapacitated.
The quickling makes three Dagger attacks.
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
16
10 (3d4+3)
walk 120 ft.
Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
darkvision 60 ft.
Common, Sylvan
1
+2
Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
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, provided it isn't incapacitated.
The quickling makes three dagger attacks.
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.