Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Elvish, Umbral
Resistances & Immunities
Traits
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
Freezing Steel
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.
Hidden Dagger
+7 to hit, reach 5 ft (1.5 m). Hit: 1d4+4 plus 1d6 cold damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage.
Moonlight Rapier
+7 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 plus 2d6 cold damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) cold damage.
Multiattack
A quickstep makes two attacks with its moonlight rapier and one with its hidden dagger.
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.
About Quickstep
Quickstep is a small fey with a Challenge Rating of 5. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 49 hit points (derived from 9d6+18).
Quickstep has communication capabilities including Common, Elvish, Umbral. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Quickstep
1 tips available
GM Tips: Using Quickstep
When using Quickstep in your D&D 5e campaign, consider these tactical approaches:
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Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
Player Guide: Facing Quickstep
1 strategies available
Player Guide: Facing Quickstep
When your party encounters this creature, keep these strategies in mind:
-
Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Quickstep?
- Quickstep has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Quickstep?
- Quickstep is a Small Fey, which affects how certain spells and abilities interact with it.
- What languages does Quickstep speak?
- Quickstep can communicate in Common, Elvish, Umbral.
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Related D&D 5e Content
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