Tiny beast, unaligned

Armor Class

13 (natural armor)

Hit Points

10 (3d4 + 3)


30 ft., burrow 15 ft.


7 (-2)


15 (+2)


12 (+1)


3 (-4)


12 (+1)


4 (-3)


darkvision 30 ft., passive Perception 11



1/8 (25 XP)



Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 5 (2d6 – 2) piercing damage.


The osquip is a multi-legged hairless rodent-like creature the size of a small dog. Most specimens have 6 legs but some have eight and there are a few rare creatures with ten legs. The creature’s hide is a very light yellow – almost colorless – and resembles very pliable leather. The eyes are small and set close together, each being heavily protected by surrounding ridges of hide-covered bone. The jaws are unusually large, the entire bony structure projecting several inches forward of the flesh; in each jaw, there are large spade-like teeth.

The creature will have its lair in the midst of a complex of tunnels beneath the basements of buildings in a town, or in a dungeon. The tunnel system will be quite extensive and the entrances to it, which are too small to permit the comfortable passage of a human or other man-sized creature, will be carefully hidden (the chance of finding them is the same as the chance of finding a secret door). The creature feeds on rats, mice, and other small vermin, though it is a ferocious beast and will always attack without fear, sometimes emerging to surprise a victim from one of the hidden entrances to its tunnel-system.

Its behavior regarding other tunnel dwelling creatures, such as jermlaine, mites, and snyads, is unpredictable. Sometimes it will be encountered acting in co-operation with one or more of these types of creatures; at other times the osquip will invade jermlaine, mite or snyad tunnel-systems on predatory missions.

source: https://dmdave.com/tiny-terrors/