Sources
CR
Type
Size
Alignment
Movement

Mite

Small Fey, Lawful Evil

Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft., climb 30 ft., burrow 10 ft.
STR
7
-2
DEX
14
+2
CON
11
+0
INT
10
+0
WIS
8
-1
CHA
13
+1
Skills Deception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Sylvan, Undercommon
Challenge 1/4 (50 XP)

Traits

Vexing Presence. While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.

Blood Boiling Hex (Recharge). The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.

Lore

Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl.