Medium Humanoid, Typically Neutral Evil
Armor Class 11 Cloth
Hit Points 8 (3d4)
Speed
STR
12 (+1)
DEX
10 (+0)
CON
10 (+0)
INT
9 (-1)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws STR +3
Damage Vulnerabilities Bludgeoning, Slashing
Condition Immunities Charmed
Gear Dagger
Senses Passive Perception 9
Languages English
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Half-baked Courage  25% Chance to empower DMG by 1

Actions

Flee Gives the rat the ability to use a bonus action next turn.

Dagger Melee Attack Melee Weapon Attack: +2 to hit, reach 2 m., 1 target. Hit: 1 (1d6 + 1) [blunt] damage.

Rock Throw Ranged Weapon Attack: +2 to hit, range 1/4 m., 1 target. Hit: 1 (1d4 + 1) [blunt] damage.

Mutilate  Melee Weapon Attack: +2 to hit, reach 2 m., 1 target, Hit: 1 (1d6 + (1d6 + 1))

Bonus Actions

"IM GONNA RUN AWAY!"  Roll 1d20, if roll is equal/higher to 12, the rat escapes the encounter.

Reactions

"I will give it all I have got."   If [player] is using a weapon graded above 8, Increase armor class by 1

Description

Rats are considered the lowest order of criminal groups in the City, not even worthy of designation as a formal Syndicate, with the term generally applying to low-threat groups of Backstreets criminals whose strength mainly comes from their high numbers. Rats are not part of any larger organizations (be they Offices, Associations or Syndicates,) and Rats themselves are also not one large organization. They are divided into various individual groups, or "packs", each with its own leaders, who join together for the safety of numbers.

Habitat: Urban

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