Jermlaine

Tiny humanoid (jermlaine), Neutral Evil

Armor Class

11

Hit Points

3 (1d4+1)

Speed

walk 30 ft.

Skills

Stealth +5

Senses

darkvision 30 ft.

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.