| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 18 | +4 | +9 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 16 | +3 | +5 |
| CHA | 4 | −3 | −3 |
Multiattack. The wererat makes two attacks, using Scratch or Rapier in any combination. It can replace one attack with a Bite attack.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the DM’s control and has 10 Hit Points. Success: The target is immune to this wererat’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Rapier. Melee Attack Roll: +5, range 5/5 ft. Hit: 6 (1d8+ 2) Slashing damage.
Poisonous Grape. Every other turn, the Rat God throws a grape on the ground causing the area in a 5ft wide circle to be poisoned for 1 turn. If a character steps in it they take 1d4+1 necrotic damage for every turn they are in it.
Found Help. Once every 2 turns the Rat God can summon a Swarm of Rats to aid him. The rats can only be summon if he can see the area within 5ft of him.
Scurry. Once per short rest, the Rat God can use his reaction to take half damage from the attack and move 10ft in the direction of its choice. Any creatures nearby do not get attacks of opprtunity.
Lair and Lair Actions
Grandfather Tree-While in its lair the Rat God can use an extra scurry every short rest.
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