Mite, Pestie

Mite, Pestie

This creature is an ugly humanoid about 3 feet tall. It has long, pointed ears, a large round nose, and grayish-brown skin wrapped in filthy rags.

Pestie

XP 50 ()

LE Small

Initiative +2


DEFENSE

AC 12

hp: 7 (2d6)


OFFENSE

Speed: 40 ft., climb 20 ft.

Melee Attack—Dagger: +4 to hit (reach 5 ft.; one creature). Hit: 1d4 + 2 piercing damage.

Ranged Attack—Dart: +4 to hit (range 20 ft./60 ft.; one creature). Hit: 1d4 + 2 piercing damage.


STATISTICS

Str 8 (–1), Dex 15 (+2), Con 11 (+0),

Int 6 (–2), Wis 13 (+1), Cha 10 (+0)

Languages: Deep Speech (understands but can’t speak)

Skills: Acrobatics +4, Sleight of Hand +6, Stealth +6

Senses: Darkvision 60 ft.


TRAITS

Combat Mobility: Opportunity attacks against a moving pestie always have tactical disadvantage.

Hatred: Pesties have tactical advantage on attack rolls against dwarves, gnomes, and svirfneblin.

Sneak Attack: A pestie’s dagger attack does an extra 1d6 piercing damage if the pestie has advantage on the attack or if one of its allies is within 5 feet of the target.

Spell-like Abilities: A pestie can use the following spell-like abilities, using Charisma as its casting ability (DC 10). The pestie doesn’t need material components to use these abilities.

At Will: prestidigitation

1/day: fear


ECOLOGY

Environment:

Organization: Solitary or squad (2–8)

Pesties are the larger cousins of the mites. They stand taller—as much as 3 feet tall—but also tend to be leaner, with elongated limbs, slender fingers, and large, pointed ears.

Pesties communicate only through body language and crude hand signals, even with others of their own race. Sages who’ve examined pesties state that the creatures have vocal chords, but they remain silent except when terrified or in terrible pain. Whether their lack of speech is caused by a mental condition or is a cultural choice is unknown.

Where mites focus on stealth and surprise in combat, pesties rely on their speed and agility to evade and bewilder their foes.

Pesties are found working with and living among common mites and (less often) goblins. They seldom band together into large communities of their own.

All pesties are kleptomanics. This tendency often leads to pesties being driven out of whatever community they were living in when their allies’ patience with their pilfering finally reaches an end. However, the trapmaking skills of the mites complement the pesties’ agility and speed, so that invariably the two groups end up cooperating again. Pesties who wear out their welcome in a goblin community face a grimmer fate; either they succeed at outrunning their pursuers or they end up in a goblin cook pot.