| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 12 | +1 | +3 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 9 | −1 | −1 |
| CHA | 6 | −2 | −2 |
Dirty Blow. When surprise attacking an enemy, add a +2 modifier to the damage roll on hit.
Rules of the Backstreets. This enemy is relatively familiar with the backstreets in which they live. They know the general layout of the area, given they frequent said area.
Knife - Melee Weapon Attack. +3 to hit, reach 5 ft. Hit: 5 (1d6+2) Slashing damage.
Hammer - Melee Weapon Attack. +2 to hit, reach 5 ft. Hit: 5 (1d8+1) Bludgeoning damage.
Brass Knuckles - Melee Weapon Attack. +4 to hit, reach 5 ft. Hit: 4 (1d8) Bludgeoning damage.
Pipe - Melee Weapon Attack. +3 to hit, reach 5 ft. Hit: 5 (2d4) Bludgeoning damage.
Knife - Bleedout. +1 to hit, reach 5 ft. Hit: 5 (1d6+2) Slashing damage. On successful hit, inflicts Bleed on the target, dealing (1d4) Necrotic damage at the start of their turn. Can be removed with an action making a DC 10 Medicine check, or with a Healer's kit action.
Skitter. This enemy can take the Disengage or Hide action as a bonus action.
Description
A rat - the bottom of the barrel, the scum of the backstreets. With no power and no money, they resort to dirty tricks and petty theft. When attacking enemies, many rats will try to keep the organs intact so they can harvest and sell them after the fight.