GREMLINS! (don't feed 'em after midnight...)

May 2024 ยท 4 minute read
MITE
Tiny Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +5 (Dex)
Speed: 10 ft
AC: 19 (+2 size, +5 Dex, +2 natural)
Attacks: Bite +8 melee; or Tiny sap +2 melee
Damage: Bite 1d3-1; or Tiny sap 1d4-1
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +7, Will +3
Abilities: Str 8, Dex 21, Con 10, Int 6, Wis 12, Cha 10
Skills: Hide +10, Listen +12, Move Silently +10, Spot +8
Feats: Weapon Finesse (bite)

Climate/Terrain: Any underground
Organization: Pack (1-6), or tribe (6-24)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 2-3 HD (Tiny)

The mite is a wingless gremlin with a mischevous bent for waylaying dungeon adventurers. Mites are two feet tall, and rather ugly and evil-looking. They have large, triangular heads, batlike wings and long hooked noses. They have hairless, warty skin that ranges from light grey to bright violet in color, and wear only filthy rags. Males have a bony ridge down the center of their skulls, and usually grow a goatee. Mites have high-pitched, twittery voices that echo throughout their tunnels.
Mites inhabit subterranean networks of tunnels above and below the main corridors of dungeons. The entrances to these tunnels are well-hidden, and can only be seen on a Search check (DC 18). These tiny tunnels don't well accomodate anyone over 4 feet in height. Mites can be heard but rarely seen, and never openly attack. Deep inside this tunnel system is a single main chamber that is said to house the mite king and his family.
Mites are related to jermlaines and snyads. Mites speak only a simple form of Draconic, that is almost impossible to understand by non-mites.

COMBAT
Mites like to catch lone travelers and stragglers with pit traps, nets, and trip wires. (See Dungeon Master's Guide, page 115). They swarm over trapped victims, pummeling them with saps. They can also bite opponents, but prefer to beat them if they are prone. They bind their victims and drag them to their lair, teasing them for 1d4 days until the mites get bored. The mites then stun the victim again, rob them, and abandom them in a random place.
Skills: Mites receive a +8 racial bonus to Listen checks, due to their large, pointed ears. They also receive a +4 racial bonus to Move Silently and Hide checks.

The mite first appeared in the 1E Fiend Folio (1981).

SNYAD (Pestie)
Tiny Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +12 (Dex, Improved Initiative)
Speed: 50 ft
AC: 24 (+2 size, +8 Dex, +4 natural)
Attacks: Bite +1 melee
Damage: Bite 1d3-2
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Snatch
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +10, Will +3
Abilities: Str 6, Dex 26, Con 10, Int 6, Wis 12, Cha 10
Skills: Hide +15, Listen +11, Move Silently +15, Pick Pockets +10, Spot +7
Feats: Improved Initiative

Climate/Terrain: Any underground
Organization: Solitary or family (1-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: 2-3 HD (Tiny)

Snyads are speedy gremlins, relatives of mites who love treasure. They resemble mites, but are 1/2 foot taller. They have light brown skin, and have full heads of messy hair. They do not speak, but are somehow able to communicate with each other, and with mites.
Snyads live in the same sort of tunnels as mites, and the two races tend to cooperate. They only leave their tunnels to steal small treasure from travelers, such as coins, gems, jewelry, and small weapons.

COMBAT
Snyads are nonhostile, and avoid combat if they possibly can. Their only role in combat is to snatch items from their opponents, then run back to their holes to hide. Snyads are very weak, and can be captured by a larger humanoid with a Strength score of 12 or more on a successful attack roll. The only time a snyad will attack, is to bite their captor to escape.
Snatch (Ex): Snyads can take items from opponents, even during combat. A snyad is so quick that it can grab hand held items from unwary opponents. Opponents must roll a Will save (DC 18) or lose the item to the snyad.
Skills: Snyads receive a +8 racial bonus to Listen checks, due to their large, pointed ears. They also receive a +6 racial bonus to Move Silently and Hide checks.

The snyad first appeared in the 1E Fiend Folio (1981).

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