Pint-Sized Pests (Part 2): Mite

Last time we covered the Snyad in our quest to explore the vermin that hide in the shadowy corners of the deepest, darkest dungeons.  The Fiend Folio (1981) was released in 1981 as a compilation of monsters from various authors and sources.  Within that hallowed tome, a trio of pests was introduced to the gaming community – the Snyad, the Mite, and the Jermlaine – and in my opinion, these little critters deserve to live on in 4E.

In part 2, we’ll focus on the trap maker of the bunch, the Mite.

Size Comparison

Part 2: The Mites

Mites and Snyads attack. Mites are bald with a bony ridge.

1E Original

The Mite (created by Ian Livingstone) is a cousin to the Snyad and more distant relation to the Jermlaine.  Again, I’m more interested in the original monster rather than the 2E version (grouped with several other monsters as a Gremlin).  The original Fiend Folio creature description (pg. 66) is summarized below:

Mites are a mere 2′ in height, humanoid with large heads and evil faces. Their skin varies in colour from light grey to violet. They inhabit networks of narrow tunnels above and below main dungeon corridors; their scurrying feet and high-pitched twittering voices can often be heard by roving groups of adventurers. However they are rarely seen and never openly attack.

They will attempt to ensnare the lone adventurer or unwary straggler using trapdoors, nets, tripwires and other such means, bundling their captive off before help arrives. Those captured by mites are robbed, stripped, bound and beaten. Then, somewhat later, they are returned helpless to the main corridor at the mercy of wandering-monsters.

Mites are related to jermlaine and snyads. So far as can be detected, they have no language as such – their vocal twittering does not appear to convey more than very rudimentary information.

A few more notes:

  • Appear in groups of 6 to 24
  • Extremely slow movement (3″ or 1.5 squares)
  • Lawful evil in alignment
  • Attack with a knife

The Mites are the trap makers while the Snyads are burglars and pick pockets.  The Mites, though smaller, are actually brave (or foolish) enough to engage in combat, while their slightly larger cousins … probably because they don’t have the speed to get away.

4E Conversion

Mite

The mite is a societal parasite, often mixing communities with their cousins, the Snyads.  They live hidden beneath human civilizations in the sewers to appear at night to steal and plunder.  They dwell in the smallest nooks and crannies of forgotten dungeons, preying on suspecting adventurers.  They live among other goblinoid races as trap engineers.  Wherever they may be, the mite follow one rule.  Survival and gold first, all others a distant second.

Mite Level 1 Controller
Tiny natural humanoid 100 XP
HP 25; Bloodied 13 Initiative +3
AC 18, Fortitude 12, Reflex 16, Will 14 Perception +6
Speed 2 Low-light vision
TRAITS
Underfoot
When the mite is within the same square as a Medium or larger-sized creature, it receives a +2 AC bonus against all attacks.
STANDARD ACTIONS
 Knife  At-Will
Attack:  Melee 0 (one creature); +6 vs. AC
Hit:  1d2 + 1 damage.
TRIGGERED ACTIONS
Shifty Lure
Trigger:  The Mite is missed by a melee attack.
Effect: The Mite shifts the attacker 1 square. Usable only once per round.
Skills Dungeoneering +6, Stealth +8
Str 6 (-2) Dex 16 (+3) Wis 13 (+1)
Con 9 (-1) Int 7 (-2) Cha 9 (-1)
Alignment Evil Languages Jermlaine
Equipment Knife

Mite Tactics:  The mite is bold enough to challenge an isolated adventurer or weakened party, but only on their terms.  They are diligent trap makers, including pits, razor wire, and falling rocks.  All of their attacks are designed to shift their opponents into their network of traps.  Once the opponent is caught in the trap, they rain knives or rocks down until their foe is either dead or knocked unconscious.  They then loot the body and reset their traps for the next unsuspecting foe.

Mite Rat Rider Level 1 Skirmisher
Tiny natural humanoid 100 XP
HP 25; Bloodied 13 Initiative +5
AC 18, Fortitude 12, Reflex 16, Will 14 Perception +1
Speed 2 Low-light vision
STANDARD ACTIONS
 Longspear  At-Will
Attack:  Melee 1 (one creature); +6 vs. AC
Hit:  1d6 + 3 damage.
 Net  At-Will
Attack:  Melee 1 (one creature); +4 vs. Reflex
Hit:  The target is immobilized until the start of the Mite Rat Rider’s next turn. If the target is already immobilized, the mite rat rider can shift the target 1 square.
TRIGGERED ACTIONS
Vermin Shield  At-Will
Trigger:  When the Mite Rat Rider is hit by an attack while mounted on a Dire Rat.
Effect:  The Dire Rat mount takes the damage instead.
Skills Stealth +8
Str 6 (-2) Dex 16 (+3) Wis 13 (+1)
Con 9 (-1) Int 7 (-2) Cha 9 (-1)
Alignment Evil Languages Jermlaine
Equipment Longspear, Net

Mite Rat Rider Tactics:  The Mite Rat Rider is always found riding a Dire Rat.  The mount gives the Mite a much faster movement and the ability to climb walls.  The Mite Rat Rider will attack in groups to swarm their opponents with nets with the goal of dragging the opponent into a trap.  They are armed with longspears to hold other enemies at bay.

Mite Pit Warder Level 1 Soldier
Tiny natural humanoid 100 XP
HP 29; Bloodied 15 Initiative +5
AC 21, Fortitude 14, Reflex 16, Will 13 Perception +1
Speed 2 Low-light vision
TRAITS
Underfoot
When the Mite is within the same square of a Medium or larger sized creature, it receives a +2 AC bonus against all attacks.
STANDARD ACTIONS
 Longsword  At-Will
Attack:  Melee 0 (one creature); +8 vs. AC
Hit:  1d4 + 1 damage.
TRIGGERED ACTIONS
Cornered Rat  Encounter
Trigger:  When the Mite Pit Warder is first bloodied.
Effect:  The Mite Pit Warder delivers a bite attack.
Attack:  +8 vs. AC (one creature).
Hit:  1d4 + 1 damage.
Skills Dungeoneering +5
Str 8 (-1) Dex 13 (+1) Wis 11 (-)
Con 13 (+1) Int 6 (-2) Cha 10 (-)
Alignment Evil Languages Jermlaine
Equipment Longsword

Mite Pit Warder Tactics:  The Pit Warder is the brave mite that goes into the traps to loot the bodies.  They are tougher and more fearsome than the other varieties of mite.  They are also useful front line soldiers to protect the warrens and nest against invaders.

Dire Mite Elite Level 1 Brute
Small natural humanoid 200 XP
HP 76; Bloodied 38 Initiative +1
AC 14, Fortitude 18, Reflex 14, Will 13 Perception +1
Speed 4 Low-light vision
STANDARD ACTIONS
 Sword Axe At-Will
Attack:  Melee 1 (one creature); +4 vs. AC
Hit:  1d10 + 3 damage.
MINOR ACTIONS
Rancorous Appetite Encounter
The Dire Mite may eat a Tiny allied minion and heal 19 hit points.
TRIGGERED ACTIONS
Cornered Rage Encounter
Trigger:  When the Dire Mite is first bloodied.
Effect:  The Dire Mite delivers a bite attack.
Attack:  Melee 1 (one creature); +4 vs. AC
Hit:  2d6 + 3 damage.
Skills Dungeoneering +5
Str 8 (-1) Dex 13 (+1) Wis 11 (-)
Con 13 (+1) Int 6 (-2) Cha 10 (-)
Alignment Evil Languages Jermlaine
Equipment Sword Axe, Mismatched Armor

Dire Mite Tactics:  The Dire Mite, also known as the Mite Rancor, is clearly distinguishable from the others of its kind for its Small size (rather than Tiny) and its enormous head.  The head is so large that the Dire Mite often wears pieces of armor from looted Medium-sized bodies.  They are most often found among Jermlaine hordes rather than other Mites.  Their tactic is a simple one – charge and fight until all opponents are dead.

Creative Inspiration

Mite

Mite Rat Rider

Mite Pit Warder

Dire Mite



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