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### Vermling *Vermlings are a scavenging, animalistic race. They feed off the flesh of the dead, and when they can't find any of that, they are more than happy to do the killing themselves with crude knives and arrows. They are primitive and weak-willed - easily controlled by more powerful races with the right combination of pandering and intimidation. Left to their own devices, Vermlings typically form hunting packs and spend their short lives fulfilling basic needs. Some Vermlings do make their way into human society, but they are universally shunned and feared in such settings, forced to live in dark alleys and feed off scraps.* *Often city-dwelling Vermlings will flee to the sewers to escape harassment. There, without their pack to connect with, these Vermlings will form strong bonds with the massive rat population. Communication with such a large number of creatures can strain one's mind, though. Where most Vermlings fail, some rise to the challenge and hone powerful psychic abilities to control the swarms. So-called Mindthieves make terrifying opponents thorugh the use of psychic assaults, sharp blades, and swarms of tiny teeth.*
**- Gloomhaven**, *Cephalofair* \columnbreak #### Vermling Traits Your vermling character has the following racial traits. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Intelligence score increases by 1. ***Age.*** Vermlings reach adulthood at age 1 and live up to 20 years. ***Alignment.*** Vermlings live on the fringes of society, where they fight to survive on any scraps they can find. They are generally chaotic, organizing only in packs when there is a strong and powerful leader threatening servitude through violence. ***Size.*** Your size is Small. To set your height and weight randomly, start with rolling a size modifier:
**Size modifier** = 2d4
**Height** = 2 feet + your size modifier in inches
**Weight in pounds** = 30 + (1 x your size modifier)
***Speed.*** Your base walking speed is 25 feet, by moving on all fours your walking speed becomes 30 feet, though you can not hold anything in your hands while moving in this manner. ***Darkvision.*** Accustomed to life in the dark sewers, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. ***Keen Smell.*** You have advantage on Wisdom (Perception) checks that rely on smells. ***Languages.*** You can speak, read, and write Common and Vermin. ***Speak with Rats.*** Through sounds and gestures, you can communicate simple ideas with rats and other creatures of the sewer. Vermlings have long used these creatures as pets, spies and even guards against other Vermlings.