# Quillflinger >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >heavy mace: 1d8 (×2) > >quillsMelee/Ranged: +4/+5 > >Secondary: -1/+0 > >Multiattack: +2/+3 > >M/R_PA: +4/+5 > >2nd/PA: -1/+0 > >MA_PA: +2/+3 > >Itterative: 1 > > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1 > > xDCs:: Str: 13; Dex: 14; Con: 13; Int: 7; Wis: 11; Cha: 11 > > xFeat:: 0/2 (2) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Quillflinger</div> <div class="CR">CR 4 (1,200 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Animal **Init** +3 **Senses** low-light vision; **Perception** +0 #### defense **AC** 17, 13 touch, 14 flat-footed (+3 Dex, +4 natural) **hp** 18 (3d8+6) **Fort** +5, **Refl** +6, **Will** +1 **Feint** 12, **Demoralize** 13 #### offense **Speed** 20 ft., climb 10 ft. **Melee** mwk heavy mace +3 (2d6+2) **Ranged** 3 quills +5 (1d6+1) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** fling quills, hunker down, quill flurry, quills #### statistics **Str** 15, **Dex** 16, **Con** 14, **Int** 2, **Wis** 10, **Cha** 10 **BAB** +2, **CMB** +4, **CMD** 17, **TA** +4, **RTA** +5 **Feats** [[_]]<sup>B</sup> **Skills** Climb +16, Perception +0 **Languages** #### special abilities ### Fling Quills (Ex) A quillflinger can send forth a volley of 3 quills as a standard action. This attack has a range of 120 feet with no range increment. These quills are treated as thrown weapons. Sometimes a quillflinger uses this attack while hunkered down (see below). In such cases, the quillflinger makes a Listen check (opposed by the foe's Stealth check) to garner a general bearing on where its opponent stands, and thus does not gain its Dexterity bonus to the ranged attack. If the quillflinger cannot hear an opponent, it does not fire any quills. ### Hunker Down (Ex) If the quillflinger is threatened in melee and if it cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC required for melee attacks against it increases to 17. Low-Light Vision: A quillflinger can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions. ### Quill Flurry (Ex) If a quillflinger becomes cornered or severely outnumbered, it turns its back on its opponent(s) and fire a hail of quills, which fills a cone directly behind the quillflinger. Anyone caught in the flurry is immediately struck by 2d4 quills, dealing 1d6 damage each. A successful Reflex save (DC 13) halves the damage. The quillflinger can use this attack only once per day, as it takes time for the quills to grow back. ### Quills (Ex) melee combat with a quillflinger is dangerous. Unless opponents are using weapons with at least 10-foot reach, the quillflinger strikes each melee opponent with 1d4 quills. If the opponent succeeds at a Reflex save (DC 16), the quills that strike do not break off in his or her flesh. A quill that lodges in the skin imposes a -1 circumstance penalty to attacks, saves, and checks. Removing a quill inflicts 1d6 points of additional damage to the victim.