I konw there's some bad ass rules master hanging around who can tell at a glance whether I've made a mistake....
(Normally I'm low-key about this sort of thing, but it being a players main new abillity I'd like to make sure).
As incentive here's a copy of the monster from the link above:
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QUICKLING
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +8 (Dex)
Speed: 240 ft
AC: 23 (+1 size, +8 Dex, +4 haste)
Attacks: Dagger +9 melee
Damage: Dagger 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, haste, special daggers
Special Qualities: Natural invisibility, low-light vision
Saves: Fort +0, Ref +10, Will +4
Abilities: Str 8, Dex 27, Con 11, Int 15, Wis 15, Cha 14
Skills: Animal Empathy +5, Bluff +6, Concentration +4, Craft (any one) +3, Escape Artist +12, Hide +16, Jump +12, Listen +6, Move Silently +12, Sense Motive +5, Spot +6, Wilderness Lore +6
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse (dagger)
Climate/Terrain: Temperate forest
Organization: Gang (2-4) or band (6-11)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 2-3 HD (Small)
COMBAT
Spell-Like Abilities: 1/day—dancing lights, daze, levitate, shatter, and ventriloquism. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).
Haste (Su): A quickling is affected by a permanent haste spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC (already included in the statistics block). The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal.
This is an inherent bonus and cannot be dispelled or negated.
Natural Invisibility (Su): A quickling remains invisible (as the spell) even when it attacks. This ability is constant and the quickling can suppress or resume it as a free action.
Special Daggers (Ex): Quicklings sometimes employ special daggers that, in addition to dealing normal weapon damage, cause a creature struck to fall asleep.
Sleep: Any opponent struck by the dagger, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell cast by a 6th-level sorcerer.
Skills: Quicklings receive a +8 racial bonus to Jump checks.
Feats: Quicklings gain the Spring Attack feat as a bonus feat.
The Quickling first appeared in the 1e MM II (Gary Gygax, 1983).