| Hit Dice: | ½d6–1 (1 hp) |
| Initiative: | +3 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 15 (+2 size, +3 Dex), touch 15, flat-footed 12 |
| Base Attack/Grapple: | +0/–12 |
| Attack: | Dart +5 ranged (1d3–4), or shortspear –2 melee (1d3–4/×3) |
| Full Attack: | Dart +5 ranged (1d3–4), or shortspear –2 melee (1d3–4/×3) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | — |
| Special Qualities: | Low-light vision, speak with rats, wild empathy |
| Saves: | Fort –1, Ref +5, Will +5 |
| Abilities: | Str 3, Dex 17, Con 8, Int 8, Wis 16, Cha 5 |
| Skills: | Craft (trapmaking) +2, Hide +14, Listen +8, Move Silently +6, Spot +8 |
| Feats: | Alertness |
| Environment: | Underground |
| Organization: | Solitary, pair, gang (3–5), raiding party (4–16 plus 2–8 rats or 1–4 dire rats), or plague (10–60 plus 4–16 rats or 2–8 dire rats) |
| Challenge Rating: | ½ |
| Treasure: | Standard |
| Alignment: | Usually neutral evil |
| Advancement: | 1–2 HD (Tiny) |
| Level Adjustment: | +0 |
Jermlaines, sometimes called jinxkin or banemidges, are tiny humanoid-shaped beings with foul dispositions and evil designs. They are remarkably adept at hiding and sneaking, so they are the enemies of all who venture underground.
A jermlaine appears to be a shaggy humanoid about 1 foot tall. Its eyes are tiny and beady, and its hair is sparse and filthy. It either dresses in dirty rags and scraps of hide or simply goes naked. Its skin is baggy, wrinkled, and always crusted with filth.
Jermlaines’ speech amounts to high-pitched chitters and squeaks that are easily mistaken for the noises produced by rats or bats. (Indeed, rats are among the few living creatures that will have anything to do with them.)
A few jermlaines can speak Common, Dwarf, Gnome, Goblin, or Orc, but seldom can any individual speak more than one of those languages.
Jermlaines attack only from ambush. If an ambush is impossible, they hide and wait until it is feasible. They always try to single out injured, ill, or sleeping foes as their first targets. Jermlaines enjoy sneaking into camps and vandalizing or stealing equipment, so long as they stand a good chance of getting away without combat.
Rather than confront an enemy, jermlaines prefer to dig pits or build net-dropping traps and other devices that can capture prey without a fight. Once an enemy is caught in a pit or a net, jermlaines swarm over him, pummeling to cause subdual damage until the target is knocked out. They have also been known to pour acid or flaming oil over trapped foes that appeared too dangerous to approach directly, even while trapped.
Speak with Rats (Sp): At will, a jermlaine can produce an effect like that of a speak with animals spell (caster level 3rd), except that it enables communication only with rats and dire rats.
Wild Empathy (Ex): This power works exactly like the druid’s wild empathy class feature.
Source: Monster Manual II, page 131. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Replaced references to giant rats with dire rats in the Organization entry.