No. Appearing: 2-20 (up to 300 in swarm)
Armor Class: 0
Hit Dice: 1-2 HP
Saving Throw: 16
Attack Bonus: +4
Damage: 1 point
Movement: 40’ fly
Morale: 8
Special Abilities: Quicklings move so rapidly that they appear as a blur to unenhanced baselines. Attacks against them have a 20% chance of missing automatically (check before attack roll). Quicklings are never surprised by unenhanced individuals and always roll for initiative as normal, no matter the circumstance.
Quicklings are a bioroid clade found on numerous worlds outside the control of the hegemonic powers. They bear some resemblance to the fairies from the legends of Old Earth: they are approximately 8 cm tall humanoids with insect-like wings. They get their name from their short lifespans and their fast neural “clock speed.”
Quickling tribes or collectives live geographically close to (even within) cities and habitats of other humanoids, but remain apart due to the difficulty of interaction. Quicklings find other sophonts 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 (Intelligence 8). However, groups of quicklings form a partial neural composition and have some sharing of cognition, so the more quicklings in close proximity, the smarter they are (+1 Intelligence for every 2 additional quicklings in a 10m radius, to a maximum of 20 Intelligence).