Small Humanoid, Typically Chaotic Evil
Armor Class 16 (hide, shield)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Cowardly. The clanrat has disadvantage on saving throws against the frightened condition.

Scurry Away. When below 50% of its maximum health, the clanrat's movement speed is increased by 15 feet, and all damage it takes is reduced by 3.

Sunlight Sensitivity. While in sunlight, the clanrat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The clanrat has advantage on an attack roll against a creature if at least one of the clanrat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Description

(Optional Variant): Poisoned Weapons. Melee attacks that the clanrat makes inflict the following upon their opponent: 3 (1d6) poison damage, and the targeted creature must succeed on a DC12 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2023 7:45:46 PM
12
1
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