Mite

MITE

Common

Common Mite, 1st-Level Warrior

Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)

Initiative: +1

Speed: 20 ft. (4 squares)

Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11

Base Attack/Grapple: +1/-3

Attack: Club +3 melee (1d4) or bite +2 melee (1d3)

Full Attack: Club +3 melee (1d4) and bite -2 melee (1d3)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities Darkvision 60 ft.

Saves: Fort +1, Ref +3, Will +0

Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 11, Cha 6

Skills: Craft (trapmaking) +4, Stealth +6, Perception +1

Feats: Weapon Focus (club)

Environment: Underground

Organization: Mob (6-24)

Challenge Rating: 1/4

Treasure: Standard

Alignment: Usually lawful evil

Advancement: By character class

Level Adjustment: +0

Pestie

Pestie, 1st-Level Warrior

Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)

Initiative: +3

Speed: 40 ft. (8 squares)

Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11

Base Attack/Grapple: +1/-3

Attack: Dagger +5 melee (1d3)

Full Attack: Dagger +5 melee (1d3)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities Darkvision 60 ft.

Saves: Fort +1, Ref +5, Will +0

Abilities: Str 11, Dex 17, Con 12, Int 6, Wis 10, Cha 6

Skills: Stealth +8, Sleight of Hand +8, Perception +1

Feats: Weapon Finesse

Environment: Underground

Organization: Solitary or mob (3-8)

Challenge Rating: 1/4

Treasure: Standard

Alignment: Usually neutral

Advancement: By character class

Level Adjustment: +1

This creature is a rather ugly humanoid about 2 feet tall. It has long pointed ears and a large round nose. Its skin is grayish-brown.

Mites are thought to be distant relatives of the goblins. Mites live their lives deep under the surface of the earth and are never encountered on the surface world. While sunlight does not harm a mite, it prefers the darkness and dampness of its underground realm.

Common mites speak their own language of garbled twittering, though some can speak Goblin. Pesties generally prefer not to communicate with others (even those of their own race) except through body language and hand signals. It is unknown whether pesties simply cannot or choose not to speak.

Combat

Trickery and surprise are the forte of the mite. They avoid direct melee with opponents, preferring to attack from ambush. Often, the first tell-tale signs that mites may be nearby is the plethora of traps, snares, and tripwires encountered. Mites prefer to attack those they feel they can overpower or dispose of quickly. Extremely tough or powerful opponents are ignored and left to pass through unabated or swarmed by a massive number of mites. Though considered unintelligent and stupid by other races, there is a sort of weird cooperation and strategy to mite tactics (that only mites can understand).

A typical mite ambush has the creatures digging narrow tunnels that parallel a dungeon’s corridors. When a foe traverses these corridors, the mites burst from the walls and tunnels and strike quickly with their daggers.

Opponents are rarely killed, but any knocked unconscious are relieved of coins, weapons, or any other item of value. If forced into melee, mites seek escape at the first possible opportunity. Mites attack with clubs and a bite in combat, while pesties prefer to utilize their great speed and employ hit-and-run tactics to keep opponents off-balance.

Skills: Common mites have a +4 racial bonus on Craft (trapmaking). Pesties have a +4 racial bonus on Move Silently and Sleight of Hand checks.

Mite Society

Mites make their homes underground in deep, dark dungeons and caverns where they survive by stealing from those unfortunate enough to wander near their lair. A mite lair is often a large central room or cavern from which many small and winding tunnels lead. A mite lair is a filthy place littered with garbage and refuse. Cleanliness and sanitation are virtually unknown in a mite community. Pesties often are found working with or lairing with goblins or (more usually) common mites. The trapmaking skills of the mite complement the pestie’s adeptness at speed and hit-and-run tactics. Mite young are almost never encountered, but a typical lair contains a number of noncombatant young equal to the number of adult mites.

Mites as Characters

Common mites and pesties favor the rogue class; leaders tend to be rogues or fighter/rogues. Clerics worship Bugdish and can choose two of the following domains: Earth, Protection, and Trickery. Most mite spellcasters are adepts.

Mite characters possess the following racial traits.

— –2 Strength, +2 Dexterity, –2 Intelligence, +2 Wisdom, –2 Charisma (common mite); -2 Strength, +6 Dexterity, –4 Intelligence, –2 Charisma (pestie).

— Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

— A common mite’s base land speed is 20 feet; a pestie’s base land speed is 40 feet.

— Darkvision out to 60 feet.

— Natural Weapons: Bite (1d3) (common mite only).

— +4 racial bonus on Craft (trapmaking) checks (common mite); +4 racial bonus on Move Silently and Sleight of Hand checks (pestie).

— Automatic Languages: Mite. Bonus Languages: Goblin, Gnoll, Orc.

— Level Adjustment +0 (common mite); +1 (pestie).

The common mite and pestie warriors presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Credit

The Mite and Pestie originally appeared in the First Edition Fiend Folio