| Mod | Save | ||
|---|---|---|---|
| STR | 5 | −3 | −3 |
| DEX | 15 | +2 | +4 |
| CON | 8 | −1 | −1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 6 | −2 | −2 |
Keen Smell. The rat has advantage on any Wisdom (perception) checks relying on smell.
Pack Tactics. The rat has advantage on attack rolls against a target if at least one of the rat's allies is within 5ft. of the target.
Bite. Melee Attack; +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage.
Soap Blast (recharge/1 turn). Ranged Spell; range 45/90 ft., one target. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d4+2) acid damage and becomes blinded. On a success, they only take half damage and are not blinded.
Soapy terrain (once per day). A circular area with a 20ft. radius centered on the rat becomes difficult terrain for 2 (1d4) rounds (ending at the start of the rat's turn). Any not-rat creature within the radius when the rat uses this move must succeed a DC 13 dexterity saving throw or slip and fall prone, taking 1 bludgeoning damage. Non-rat creatures must also make this save if they attempt to move more than 5ft. through this difficult terrain.
Description
Not your typical sewer rat. Walakai Waterway is one of if not THE cleanest sewer systems across the cosmos, and these peculiar creatures help maintain that cleanliness. Their natural instincts drive them to keep themselves and everything around them as clean as possible, and they’re great at detecting stains, dust, and any other mess. Their keen smell even allows them to detect over 3,000 forms of bacteria.
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