Armor Class
13
Unnatural Agility
Hit Points
9
(2d6 + 2)
Speed
40 ft., Climb 20 ft.
STR
8
(-1)
DEX
15
(+2)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
3
(-4)
Skills
Perception +3, Stealth +4
Senses
Darkvision 60 ft, Passive Perception 11
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Pack Tactics
The warp 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.
Warp Frenzy
If two or more warp rats are within 5 feet of the same target, the rats’ bite attacks deal an extra 2 damage.
Bound to the Summoner
If the Skaven that summoned the warp rats dies, each rat must succeed on a DC 10 Wisdom saving throw at the start of its turn or spend that turn fleeing from combat.
Actions
Warp Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 5 (1d6 + 2) piercing damage
If the target is a creature, it must succeed on a DC 11 Constitution saving throw or take 3 (1d6) poison damage.
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