Small Monstrosity, Chaotic Evil
Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 30 ft., Climb 30 ft.
STR
7 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
13 (+1)
WIS
11 (+0)
CHA
15 (+2)
Skills Deception +4, Stealth +4
Senses Darkvision 60 ft, Unknown Keen Smell Adv on Perception that is smell based, Passive Perception 10
Languages Common common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Skulker. The ratling can take the Hide action as a bonus action on
each of its turns.
Keen Smell. The ratling has advantage on Wisdom (Perception)
checks that rely on smell.

Spellcasting. The Innate Spellcasting. The warlock’s innate spellcasting ability is
Charisma. It can innately cast the following spells (spell save DC
12, +4 to hit with spell attacks), requiring no material components:
At will: eldritch blast (2 beams), mage armour (self only),
minor illusion, thaumaturgy
1/day each - augury, burning hands, conjure animals (giant rats only),
faerie fire, invisibility, misty step 

Actions

Action Name. Enter the description for your action. Bite

Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Oversized mutated rats imbued with malevolent
cunning and driven by a mad compulsion to
consume and multiply. 

AC is 12 (15 w/mage armor) darkvision 60'

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

Charlie71

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