Armor Class
11
Jermlaine
Tiny Humanoid · Neutral Evil
Hit Points
3 (1d4 + 1)
Speed
Walk 30 ft.
CR
1/8
Traits
Lurkers in Shadow
Jermlaine are 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 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. 1 () Bludgeoning damage.
Dart
Ranged Weapon Attack +3 to hit, range 20/60 ft., one target. 3 () Piercing damage.