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    Mite

    This squat humanoid seems to be nearly all head—an unfortunate circumstance, considering how ugly its puffy blue face is.
    Mite
    CR 1/4

    XP 100
    LE Small fey
    Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5
    DEFENSE
    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    hp 3 (1d6)
    Fort +0, Ref +3, Will +3
    DR 2/cold iron
    Weaknesses light sensitivity
    OFFENSE
    Speed 20 ft., climb 20 ft.
    Melee dagger +0 (1d3–1/19–20)
    Ranged dart +2 (1d3–1)
    Special Attacks hatred
    Spell-Like Abilities (CL 1st)
    At will—prestidigitation
    1/day—doom (DC 10)
    STATISTICS
    Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8
    Base Atk +0; CMB –2; CMD 9
    Feats Point-Blank Shot
    Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth
    Languages Undercommon
    SQ vermin empathy +4

    SPECIAL ABILITIES

    Hatred (Ex)

    Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.

    Vermin Empathy (Ex)

    This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.