Jermlaine (CR 1/2)
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: low-light vision, Listen +8, and Spot +8
AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Hit Dice: 1/2d6-1 (1 hp)
Fort -1, Ref +5, Will +5
Speed: 40 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Diminutive dart +5 ranged; or Tiny shortspear -2 melee
Full Attack: Diminutive dart +5 ranged; or Tiny shortspear -2 melee
Damage: Diminutive dart 1d3-4, Tiny shortspear 1d3-4/x3
Abilities: Str 3, Dex 17, Con 8, Int 8, Wis 16, Cha 5
Special Qualities: speak with rats, wild empathy
Skills: Craft (trapmaking) +2, Hide +14, Listen +8, Move Silently +6, and Spot +8
Advancement: 1-2 HD (Tiny)
Climate/Terrain: Any underground
Organization: Solitary, pair, gang (3-5), raiding party (4-16 plus 2-8 rats or 1-4 giant rats), or plague (10-60 plus 4-16 rats or 2-8 giant rats)
Monster Manual II
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 communications only with rats and dire rats.
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 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 to dangerous to approach directly, even while trapped.