Jermlaine

Tiny Fey — CR 1

()Updated 3.5

Jermlaine is a D&D 3.5 monster from —. CR 1, HD 1/2d6-1 (1 hp).

Hit Dice
1/2d6-1 (1 hp)
Initiative
+3
Speed
land 40 ft, 40 ft.
Base Attack / Grapple
+0/-12
Attack
Diminutive dart +5 ranged; or Tiny shortspear -2 melee
Full Attack
Diminutive dart +5 ranged; or Tiny shortspear -2 melee
STR
3
DEX
17
CON
8
INT
8
WIS
16
CHA
5
Fort / Ref / Will
-1 / +5 / +5
Challenge Rating
1
Alignment
Usually neutral evil
Organization
Solitary, pair, gang (3-5), raiding party (4-16 plus 2-8 rats or 1-4 giant rats), or plague (10-60 plus 4-16 rats or 2-8 giant rats)
Treasure
Standard
Level Adjustment

Special Abilities

Speak with Rats

Feats

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 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 to dangerous to approach directly, even while trapped.

Description

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 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 to dangerous to approach directly, even while trapped.