Tiny Fey, Neutral Evil
Armor Class 13 (no armor)
Hit Points 1 (1d4 - 1)
Speed 30 ft.
STR
3 (-4)
DEX
17 (+3)
CON
8 (-1)
INT
8 (-1)
WIS
15 (+2)
CHA
5 (-3)
Skills Perception +5, Stealth +8
Senses Darkvision (120 ft), Passive Perception 15
Languages Jermlaines' speech amounts to high-pitched chitters and squeaks that are easily mistaken for the noises produced by rats or bats.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Speak with rats. At will, a jermlaine can produce an effect like that of a speak with animals spell (caster level 3rd), except that it enables communication only with rats, giant rats and dire rats.

Alert. Jermlaines get the alert feat. They gain a +5 bonus to initiative, can't be surprised while conscious and other creatures don't gain advantage on attack rolls against them as a result of being unseen by them.

Darkvision. 120 ft.

Actions

Spear. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit: 1d6-4 piercing damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 1d4+3 piercing damage.

 

Description

Jermlaines, sometimes called jinxkin or banmidges, are tiny humanoid-shaped beings with foul dispositions and evil designs. They are remarkably adept at hiding and sneaking, so they are the enemies of all who venture underground.

A jermlaine appears to be a shaggy humanoid about 1 foot tall. Its eyes are tiny and beady, and its lair is sparse and filthy. It either dresses in dirty rags and scrapes of hide or simply goes naked. Its skin is baggy, wrinkled, and always crusted with filth.

Jermlaines' speech amounts to high-pitched chitters and squeaks that are easily mistaken for the noises produced by rats or bats. (indeed, rats are among the few living creatures that will have anything to do with them.) A few jermlaines can speak common, dwarf, gnome, goblin, or orc, but seldom can any individual speak more that one of these languages.

COMBAT

Jermlaines attack only from ambush. If an ambush is impossible, they hide and wait until it is feasible. They always try to single out injured, ill, or sleeping foes as their first targets. Jermlaines enjoy sneaking into camps and vandalizing or stealing equipment, so long as they stand a good chance of getting away without combat.

Rather than confront an enemy, jermlaines prefer to dig pits or build net-dropping traps and other devices that can capture prey without a fight. Once an enemy is caught in a pit or a net, jermlaines swarm over him, pummeling to cause subdual damage until the target is knocked out. They have also been known to pour acid or flaming oil over trapped foes that appeared too dangerous to approach directly, even while trapped.

Previous Versions

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10/14/2018 5:15:07 AM
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10/14/2018 5:44:46 AM
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Habitat: Underdark

Patrakis

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