Medium Humanoid, Neutral Evil
AC 12    Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 12 +1 +1
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Senses Passive Perception 10
Languages Common, Thieves' Cant
CR 2 (XP 450; PB +2)
Traits

Rat Tactics. The Rat has Advantage on attack rolls when within 5ft of an allied creature.

Bite Off. If the Rat has advantage on an Attack Roll, it deals an additional 1d6 damage on hit.

Don't Get so Cocky! If the Rat makes an attack on a creature with a higher AC than it, it gains +1 to its attack roll for every 2 AC higher than its own.

Actions

Bite Off. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) Piercing damage.

On Hit, Inflict 2 Rupture and 2 Bleed.

Dirty Blow. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) Bludgeoning damage.

On Hit, Inflict 1 Rupture; then, the target must make a DC 12 Dexterity Saving throw or become Blinded.

 

Bonus Actions

Rally. All of the Rat's allies, including the Rat itself, gains 1d4+1 Temporary Hitpoints. these temporary Hitpoints stack with all other sources of 'Rally'

Backstreets Dash. The Rat takes the Dash Action and can make an additional attack of its choice.

Rat's Guide to Survival. The Rat takes the disengage action, if it moves within 5ft of another allied creature, it then also takes the dodge action.

Reactions

Skitter Away. When targeted with an attack roll for the first time, the rat can impose disadvantage on it, if the attack then misses, the rat may move half its movement speed without provoking opportunity attack and take the dodge action.

 

Vincent_PJM

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