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.
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.
Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious…