Reign of Winter
This creature resembles a short and slight pale blue-skinned elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight.
CE small fey (cold)
*Init +7; Senses low-light vision; Perception +9
AC 22, touch 19, flat-footed 14 ( +7 Dex, +1 dodge, +3 natural, +1 size)
hp 22 (4d6 +8), fast healing 3 (when in contact w/ snow or ice)
Fort +3, Ref +11, Will +6
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge;
Dmg Reduction 5/cold iron
Weakness slow susceptibility, vulnerable to fire
Speed 120 ft.
Melee 2 claws +10 (1d4 plus 1d6 cold) or short sword +10 (1d4–1/19–20 plus 1d6 cold plus poison) and 1 claw +10 (1d4 plus 1d6 cold)
Special Attacks frigid touch, frosty grasp, sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +8)
1/day — dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
Str 10, Dex 24, Con 15, Int 15, Wis 15, Cha 14
Base Atk +2; CMB +0; CMD 18
Feats Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +14 ( +50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, Survival +4 ( +8 in cold environment), Use Magic Device +7
Languages Aklo, Skald, Sylvan
Special Quality poison use, icewalking
Natural Invisibility (Su)
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
Supernatural Speed (Su)
A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).
Slow Susceptibility (Ex)
A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.
Frosty Grasp (Su)
A winter fey’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.
Frigid Touch (Su)
Once per day, a winter fey may attempt a touch attack against a foe; if successful, it deals 1d6 points of Dexterity damage by freezing the blood in it’s victim’s veins and numbing its victim to the bone.
Fast Healing (Su)
A winter fey gains fast healing 3 when in contact with snow or ice.
A winter fey takes no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
Poison Use (Ex)
Quicklings are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Sneak Attack (Ex)
If an creature can catch an opponent when unable to defend themselves effectively from attack, they can strike a vital spot for extra damage. A sneak attack deals extra damage anytime the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when they flank the target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should they score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
If using a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a sneak attack deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The attacker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The attacker cannot sneak attack while striking a creature with concealment.