Large Aberration, Unaligned
Armor Class 13 (natural armor)
Hit Points 130 (10d10 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
10 (+0)
Senses Darkvision 120 ft., Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Impossible Presence. When a creature starts its turn within 30 feet of the breach rat and is able to see the breach rat, the breach rat can magically force it to make a DC 13 Charisma saving throw, unless the breach rat is incapacitated.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the breach rat until the start of its next turn, when it can avert its eyes again. If the creature looks at the breach rat in the meantime, it must immediately make the save.

Unraveled and Raveling creatures are immune to this effect. Doze-kin have advantage on their saving throw. Once a creature has failed their save on this ability they are immune.

Actions

Multiattack. The breach rat makes two attacks: one with its claws and one with its bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 2) piercng damage.

Reactions

Legendary Resistance (2/Day). If the breach rat fails a saving throw, it can choose to succeed instead.

Legendary Actions

The breach rat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The breach rat regains spent legendary actions at the start of its turn.

Fetid Breath. A 15­-foot­-radius aura of choking, fetid breath extends out from the breach rat. The breath spread around corners. Each creature in that area must succeed on a DC 13 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 3 (1d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Overwhelming Reality. The breach rat emits a horrific screech. Each creature within 20 feet of it that can hear it must succeed on a DC 13 Constitution saving throw or be frightened until the end of the breach rat's next turn. Unraveled and Raveling creatures are immune to this effect. Doze-kin have advantage on their saving throw.

Lunging Slash (Costs 2 Actions). The breach rat moves up to 10 feet towards a creature it can see without provoking attacks of opportunity and makes one claw attack.

Description

The breach rat is a bafflingly alien creature, one simultaneously similar to the simple rats you have known and yet also absolutely other. It has too many dimensions. Too much everything. Instead of fleece and fluff it has bristling fur damp with exertion. It's breath fills the room with a nauseating animal scent and it makes too many sounds, chittering and twitching and scrabbling along the cave floor. When you try to focus on it it seems to go kaleidoscopic, fading in and out, alien images interposing themselves as your brain struggles to process the thing before you.

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2020 9:57:07 PM
5
0
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Coming Soon
9/21/2020 12:46:53 AM
16
0
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Coming Soon
9/21/2020 2:20:47 AM
12
0
--
Coming Soon
CJW36

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