|Art by Gregory Manchess|
Quickling tribes or collectives live geographically close (even within) cities and habitats of other humanoids, but live apart due to the difficulty of interaction. Quicklings find other humanoids unbearably slow, while neural baselines have to use special devices for all but the most rudimentary communication. Quickling tribes can be hired for various purposes, and they care little for legalities, but given their attention spans, all plans must be relatively simple.
Their small size and necessarily low weights (for flight) mean their brains must be made of nonbiologic materials. Even still, they are less intelligent than the average baseline (Int 8). However, groups of quicklings form a partial neural composition and have some sharing of of cognition, so the more quicklings in close proximity, the smarter they are (+1 for every 2 additional quicklings, max. 20).
No. Appearing: 2-20 (up to 300 in swarm)
HD: 1-2 HP
Saving Throw: 16
Attack Bonus: +4
Damage: 1 point
Movement: 40’ fly
Special Abilities: Quicklings move so quickly they appear as blur to unenhanced baselines. Attacks against them have a 20% chance to miss (roll before attack roll). Quicklings are never surprised by unenhanced individuals and always roll for initiative as normal, no matter the circumstance.