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.
Resistance to poison. The rat has resistance to poison.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 constitution saving throw or be poisoned and take 3 (1d6) poison damage per turn.
Rune Shot. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 16 (3d8+ 4) poison damage.
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 Action Name. 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
Rune rats attack in swarms in the stronghold of Urbonsvalle, protecting the strange and mystical things that can be found below. The runes on their paws are extremely dangerous and poisonous, and can kill normal people with just a touch. Your average adventurer would have trouble against a swarm of them, too.
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.
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