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Jermlaine

Tiny humanoid (jermlaine), Neutral Evil

Armor Class 11

Hit Points 3 (1d4 + 1)

Speed 30 ft.

STR 4 (-3)
DEX 12 (+1)
CON 13 (+1)
INT 10 (+0)
WIS 11 (+0)
CHA 7 (-2)

Skills Stealth +5

Senses darkvision 30 ft., passive Perception 10

Languages Undercommon

Challenge 1/8

Lurkers in Shadow. Jermlaine are invisible to darkvision.

Magic Resistance. The jermlaine has advantage on saving throws against spells and other magical effects.

Vermin Friend. The jermlaine can speak to and understand rats and giant rats.

Swarming Rush. A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine.

Actions

Club. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 3) bludgeoning damage.

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

Source

MFF, p. 11