The original Jaculi could not attack from the ground, and did
not have venom. I have altered that to make the creature more than just a
living trap.
The Jermlaine are one of the tricky creatures in the Fiend
Folio which are too strong individually as written, but can be
rewritten to make them both scale with normal folk in Dungeon Crawl Classics,
yet effective against a group of adventurers. There are certain themes that
recur in the various monsters of the Fiend Folio, and minuscule humanoid
terrors are one of them. From a fantasy world-building lens, and from a cool
adventure-building lens, these were great. However, dealing with these
creatures in-game is one of the things where modern game design (and particularly
the idea of swarms) allows for a better in-game experience.
If you use either of these conversions – or, for that
matter, any of them in this series – I would love to hear how things go.
Jaculi
Jaculi: Init +3; Atk Bite -2 melee (1d3 plus
venom) or launch +4 melee (1d6); AC 14; HD 1d4; MV 20’ or climb 20’; Act 1d20;
SP Venom (1d4 damage plus Fort DC 12 or 2d6 additional damage), launch, camouflage;
SV Fort +0, Ref +2, Will +0; AL N.
These large venomous serpents are often found together, so
that it is not surprising to discover as many as twenty in the same location. The
jaculi (singular and plural) are agile serpents with chameleon-like camouflage
abilities that grant them a +10 bonus to hiding in arboreal regions, or even
pillared halls. Although not naturally vicious, jaculi are territorial and
excitable, having a 1 in 4 chance of launching at attack against anything more
than a transient intrusion into their territory.
The serpent has a long muscular body and a broad, flat head
with a ridge of razor-edged bone projecting at either side. It can project
itself from any high point with the force and accuracy of a javelin, but once
it has attacked in this manner it can only attempt to bite at ground level. To
launch itself again, it must crawl away up another tree or pillar.
A successful Handle Poison check can milk 1d5 doses of venom
from a jaculi, if a suitable receptacle is available.
Jermlaine
Jermlaine: Init +5; Atk Tiny weapon +2 melee or
ranged (1); AC 13; HD 1 hp; MV 20’; Act 1d16; SP Infravision 60’, stealth +10,
trap building; SV Fort -6, Ref +7, Will +0; AL C.
Jermlaine Swarm: Init +5; Atk Swarming weapons +2
melee (1d4); AC 15; HD 5d8; MV 20’; Act Special; SP Infravision 60’, stealth +5,
swarm, nets; SV Fort -2, Ref +5, Will +2; AL C.
Jermlaine Elder: Init +4; Atk Tiny weapon +1 melee or
ranged (1); AC 12; HD 1d4; MV 20’; Act 1d20; SP Infravision 60’, stealth +10,
trap building, nullify magic; SV Fort -4, Ref +7, Will +4; AL C.
Jermlaine are sometimes known as jinxkins
or bane-midges. They dwell in elaborate tunnel and den warrens beneath the
ground, often very deep beneath the surface. They mix freely with rats of all
sorts, even the giant variety, and often share an integrated system of burrows,
tunnels and holes with them. Jermlain can both understand and be understood by
rats, which is a source of their other nicknames: ratmen and ratkins.
Individual jermlaine are only a
foot tall. Their grey-brown warty hides blend in with earth and stone, and they
always dress in scraps and rags of the same hue. Jermlaine move with a
scuttling gait. They are very quiet and are masters of remaining unseen. On
occasion, however, if a party or individual suddenly becomes still and listens
carefully, their movement or twittering, squeaking speech can be heard.
These evil runts are cowardly and
attack only when it seems probable that they can overwhelm victims without
serious opposition. Jermlaine swarms thus waylay weakened and wounded parties
or single individuals who are unwary, asleep, etc. In little-used passages,
these nasty creatures laboriously prepare pits covered by camouflaged
trapdoors, or string overhead nets entwined with silk from the webs of giant
spiders, and lay in wait for passing prey. In more travelled ways, jermlaine
will stretch thin but strong cords (often woven of human hair) to trip the
unwary, which may then be attacked by a jermlaine swarm. The use of flaming
oil, acid, and worse is not unheard of.
As swarms, jermlaine make a
single attack roll against all creatures in a 20’ x 20’ area, and take only
half damage from non area-effect attacks. Their weapons of choice are miniscule
darts, pikes, and nets. Individual jermlaine never fight unless forced to, and
then seek only to escape.
When jermlaine swarms use nets,
victims which are successfully attacked take no damage, but must succeed in a
Reflex save (DC equal to attack roll) or become entangled. A new save is
allowed each round a trapped victim spends an Action Die to get free, but every
save after the initial one is reduced by a cumulative -1d on the dice chain,
until escape without outside help becomes impossible. Once one or more victims
are trapped in this way, the jermlaine swarm immediately makes escape with their
victims its top priority.
Jermlain tunnels are twisting
mazes of small passages, and it is impossible for any creature larger than a halfling
to worm their way through on their own. Even a halfling has to creep and crawl within
such tunnels, exposing themselves to relentless attack. Once a victim has been
pulled into the jermlaine tunnels, they are seldom seen again, although their
screams may be heard for a very long time.
Some victims are eventually
devoured by the jermlaine (or their rat-friends), but with a successful Luck
check, a captured human is merely stripped naked, shaved and left trussed and
helpless in the passageway so the jermlaine can watch the “fun” of seeing some passing
monster come and devour the bound victims while the jermlaine remain safely
hidden.

While strong groups or alert
adventurers will not be physically attacked, the jermlaine will certainly seek
to cause them harm and otherwise injure them out of sheer maliciousness. The
spiteful things will steal forth and cut belts and straps, packs and seams –
typically one such act of vandalism per jermlaine – before they retreat with
haste in order to escape unnoticed and unharmed. Their vandalism is usually only
noticed 1d12 turns later, when a weakened strap parts, a seam opens fully, and
so on. If packs and other goods are placed out where jermlaine can reach them, perhaps
when a party makes camp, these creatures will pollute water, sour wine into vinegar,
spoil food, desecrate holy water, steal small items, wedge daggers or swords so
that they are difficult to draw out quickly, cut bow strings, blunt arrows,
puncture oil flasks, and so on.
Perhaps one out ever 30 or 40
jermlaine lives long enough to become very old and exceptionally evil. Jermlain
elders gain a very wicked power – they can nullify the magic out of almost any
object they can handle for 1d4 rounds. Powerful artifacts or relics may resist
this power, if the judge so determines.