Tiny humanoid (jermlaine), Neutral Evil
| Armor Class | 11 |
|---|---|
| Hit Points | 3 (1d4 + 1) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 4 (-3) | 12 (+1) | 13 (+1) | 10 (+0) | 11 (+0) | 7 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 30 ft., passive Perception 10 |
| Languages | Undercommon |
| Challenge | 1/8 |
Jermlaine are invisible to darkvision.
The jermlaine has advantage on saving throws against spells and other magical effects.
The jermlaine can speak to and understand rats and giant rats.
A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine.
Melee Attack Roll: -1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 3) bludgeoning damage.
Ranged Attack Roll: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.