Sources
CR
Type
Size
Alignment
Movement

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 (25 XP)

Traits

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.

Lore

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…