Vermin Tide: The number of attack dice (x) is equal to the amount of health this monster currently has.
Scrabbling Teeth and Claws: Melee Weapon Attack: -1 to hit, reach 1 ft., 4 target. Hit: x (d4 - 1) [slashing] damage. Damage can be reduced to 0 when d4 = 1
Rodent Rage: Will instantly make a 10ft move towards the closest visible player when that player enters within a 50ft of this creature.
Skittering Masses: When this creature is below half (rounding up) of its starting health, roll a d6, healing this creature for the amount shown on the dice. This can exceed its starting health value. This ability can only be used once per combat, and cannot be used if it has been killed outright.
In Every Nook And Cranny: After this creature moves, it heals for 1 health. This can exceed its starting health value.
Description
A ferocious swarm of a dozen or more rats, each enlarged and mutated from surviving in sewers and swamps on the outskirts of many large slums and settlements.
Lair and Lair Actions
The sewers and marshes inhabited by these rats carry pestilence and disease, or offer valuable cover to the numerous, yet weak, fauna.
Lair Actions
On initiative count 2 (losing initiative ties), the Rat Pack takes a lair action to cause one of the following effects; the Rat Pack can’t use the same effect two rounds in a row:
- Toxic Bites: During the next attack sequence for the Rat Pack, if any damage is allocated to a player, they gain the 'poisoned' status.
- Run and Hide: During the next player's attack sequence, subtract 1 from the damage of each melee or ranged weapon, to a minimum of 1. This does not affect the damage dealt by spells.
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