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Mite (3pp)

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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.

Common Mite CR 1/2

XP 400
LE Small fey
Init +1; Senses darkvision 90 ft., low-light vision, scent; Perception +5


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


Speed 20 ft., climb 20 ft.
Melee dagger +2 (1d3-1/19-20), bite +2 (1d2-1)
Ranged dart +2 (1d3-1)
Special Attacks hatred
Spell-like Abilities (CL 2nd)

At will--prestidigitation
1/day--doom (DC 11)


Trickery and surprise are the forte of the mite. They avoid direct melee with opponents, preferring to attack from ambush. Often, the first telltale 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 daggers and a bite in combat.


Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 10
Base Atk +0; CMB -2 ; CMD 9
Feats Weapon Finesse
Skills Climb +11, Craft (traps) +7, Perception +5, Stealth +10; Racial Modifiers +4 Craft (traps)
Languages Aklo
SQ vermin empathy +4
Gear dagger, 6 darts


Hatred (Ex)

Mites receive a +1 bonus on attack rolls against creatures with 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.


Mite Characters

Mites have racial Hit Dice and may possess class levels. Mites have the following racial traits.

  • -2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. Mites are dim and weak but are quick on their feet with an innate cleverness.
  • Small size: Mites are Small creatures with a +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty on CMB/CMD checks, and lifting and carrying limits 3/4 those of Medium characters.
  • Base speed: A mite's base land speed is 20 feet, and it has a climb speed of 20 feet.
  • Darkvision: Mites can see in the dark out to 120 feet.
  • Low-light vision: Mites can see twice as far as humans in conditions of dim light.
  • Racial Hit Dice: A mite begins play with one level of fey, which provides 1d6 Hit Die, a base attack bonus of +0, and base saves of Fort +0, Ref +2, Will +2.
  • Racial Skills: A mite's fey level gives it skill points equal to 1 x (6 + Int modifier). A mite receives the following adjustments: +4 racial bonus on Craft (traps) checks.
  • Racial Feats: A mite's fey level gives it one feat.
  • Natural Weapons: Mites have a bite attack (1d3).
  • Special Attacks: Hatred, spell-like abilities (see left).
  • Special Qualities: Scent, DR 2/cold iron, light sensitivity, vermin empathy (see left).
  • Languages: Mites begin play speaking Aklo. Mites with a high intelligence can choose from the following languages: Dwarf, Gnome, Goblin, Orc, Undercommon.