Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Blood Embers. When the rat takes damage of any kind except psychic or fire, each creature within 5 feet of it takes 2 (1d4) fire damage.
Blisterbomb. When the rat is reduced to zero hit points, it must make a DC 10 Constitution saving throw. On a successful save, the rat explodes, creating a 5-foot radius sphere dust cloud that obscures the area. On a failed save, the rat explodes, instead creating 5-foot radius sphere fireball. Each creature in that area must succeed a DC 11 Dexterity saving throw, taking 5 (2d4) fire damage and 5 (2d4) bludgeoning damage on a failed save, or half as much on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Cinder Breath (Recharge 3–6). The rat exhales ash and cinders in a 15-foot cone. Each creature in that area must succeed a DC 11 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much on a successful one. When the rat successfully recharges this ability, it must make a DC 10 Constitution saving throw. On a failed save, it is reduced to zero hit points and automatically fails the saving throw from its Blisterbomb trait.
Description
The product of Charre's inhumane experiments on woodland beasts, these unfortunate creatures scurry around their former habitats frantically, mindless and driven by an urgent burning from their insides. Once regular rats, Blisterbomb rats have been unnaturally bloated by Charre's experimental spells. They are more frantic and aggressive than they were in life, experiencing a constant state of agitation due to the fire magic that is barely contained by their bodies.
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