Medium Humanoid (Ratfolk), Any Alignment
Armor Class 13 (15 with mage armor)
Hit Points 23 (4d6)
Speed 30 ft., Burrow 5 ft.
STR
9 (-1)
DEX
16 (+3)
CON
8 (-1)
INT
14 (+2)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws INT +4, WIS +1
Skills Arcana +3, Sleight of Hand +3, Stealth +3
Senses Darkvision 90ft, Passive Perception 11
Languages Common, Thieves' Cant
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The mage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). The Bandit has the following wizard spells prepared:

Cantrips (at will): fire bolt, message, Primal Savagery, prestidigitation

1st level (3 slots): detect magic, mage armor, magic missile, shield

2nd level (1 slots): misty step, Tasha's Mind Whip

 

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

 

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Monster Tags: NPChumanoid

Habitat: CoastalForestGrasslandHillMountainSwampUnderdarkUrban

Quilnye

Comments

Posts Quoted:
Reply
Clear All Quotes