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Quickstep

Size
Small
Type
Fey
Challenge Rating
5
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
16
Speeds
50
Walking Speed
50
Strength Score
14
Dexterity Score
19
Constitution Score
15
Intelligence Score
10
Wisdom Score
12
Charisma Score
14
Saving Throws
Dexterity, Constitution, Wisdom
Skill Proficiencies
Deception, Intimidation, Perception
Vision
Darkvision (60ft), True Sight (60ft))
Languages Ref
Common, Elvish, Umbral
Hit Points
49
Condition Immunities
Unconscious
Languages
Aethyrian Common, Elvish

Small fey, neutral evil


Armor Class 16 (studded leather)

Hit Points 49 (9d6+18)

Speed 50 ft.


STR
14 (+2)
DEX
19 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Dex +7, Con +5, Wis +4

Skills Deception +5, Intimidation +5, Perception +4

Condition Immunities unconscious

Senses darkvision 60 ft., truesight 60 ft., passive Perception 14

Languages Common, Elvish, Umbral

Challenge 5 (1,800 XP)

Evasion. If the quickstep is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the quickstep instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fey Ancestry. The quickstep has advantage on saving throws against being charmed, and magic can't put it to sleep.

Startling Speed. The movements of a quickstep are so swift that it is almost invisible when in motion. If the quickstep moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the quickstep is incapacitated or restrained.

Actions

Multiattack. A quickstep makes two attacks with its moonlight rapier and one with its hidden dagger.

Moonlight Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) cold damage.

Hidden Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage.

Freezing Steel (Recharge 6). Each creature within 10 feet of the quickstep must make a DC 15 Constitution saving throw as the quickstep whirls in a blur of cold steel. On a failure, a target takes 9 (2d8) piercing damage and 7 (2d6) cold damage and is paralyzed for 1 round. On a success, a target takes half the piercing and cold damage and isn't paralyzed.

Reactions

Quick Dodge. When a creature the quickstep can see targets it with an attack, the quickstep can move to an unoccupied space within 5 feet of it without provoking opportunity attacks. If this movement would put the quickstep out of reach of the attacker, the attack misses.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.