Killmoulis

Tiny, mouthless, big-nosed workers who hide in mills and kitchens, doing chores at night and repaying insults with escalating mischief.

Setting: Core Rules · Sources: MC2 Volume II

Appearance

Under a foot tall, a killmoulis has a spindly body under a huge head with no mouth or chin; it sniffs its food in through an oversized nose. It never speaks, appears to be telepathic, and shows no visible sex.

Combat

Harmless to humans and demihumans, it fights only rats, stabbing them with needles for 1 point of damage. It relies instead on great speed and on blending into its surroundings, being only 10% detectable.

Habitat and Society

They move in wherever people work, especially where food is processed, living under floors, in walls or up in the rafters and coming out after the workers leave. Like their distant kin the brownies, they love simple, honest labor but also love pranks. Always hungry, they devour great amounts of grain, flour or whatever is handy.

Their mischief mirrors their host's behavior: merely annoying if left alone, destructive though seldom deadly if hunted or harmed. Dogs, cats and rats prey on them, so rats are snared and needled and a menacing pet may be poisoned. An unmanageable threat makes the whole colony move house.

Painfully shy, they cannot face the big folk they call giants; one that is spotted flees in panic, and one that is caught may die of fright. Yet gifts of warm food or tiny clothes win their friendship, repaid with faint telepathic thanks felt as a sudden warm feeling. Telepaths and shapechangers may meet them directly. They share the outlook of the farmers and tradesfolk they live with and gossip endlessly about friends, rivals and proper workmanship, so a killmoulis confidant offers a superb spy network, though slanted toward domestic and labor news.

No young have been seen. They probably breed like brownies, and infants must inhale food from birth. Lifespans may reach centuries. Their small hoards are scavenged trinkets, sometimes stolen from hostile giants but freely shared with friends.

Ecology

They live in partnership with larger folk. The wise welcome them, since their work is worth more than the food they eat, and they guard against shared perils such as vermin and fire.

More: Monsters starting with K · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainHuman areas
FrequencyUncommon
OrganizationSolitary
Activity CycleNocturnal
DietOmnivore, scavenger
IntelligenceAverage (8-10)
TreasureK
AlignmentNeutral (chaotic good)
No. Appearing1-3
Armor Class6
Movement15
Hit Dice½
THAC020
No. of AttacksNil
Damage/AttackNil
Special AttacksSee below
Special DefensesSee below
Magic Resistance20%
SizeTiny (under 1' tall)
MoraleAverage (8-10)
XP Value35