Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Scurry. The rat can the Disengage or Hide action as a bonus action on each of its turns.
Nimble Climber. The rat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3d8 + 3) piercing damage.
Claws. Melee Weapon Attack (5 ft radius): +7 to hit, reach 5 ft., one target or all creatures within 5 ft. Hit: 3d6 + 3) slashing damage to each creature in the area.
Tail grapple. The rat lashes out with its powerful tail. One creature it can see within a 15 ft must succeed on a DC 16 Dexterity saving throw or be grappled by the tail (escape DC 16)
While grappled, the target is restrained, and the rat can't use its tail on another target. At the start of the rat's turn, the grappled creature takes 2d4 bludgeoning damage from the crushing grip, and must succeed on another DC 16 Dexterity or Strength saving throw or remain grappled.
Skitter. The rat moves up to half its movement speed without provoking opportunity attacks.
Evasion. If the rat is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rat takes no damage if it succeeds on the saving throw and only half damage if it fails.
Description
Ravager rats are unnaturally large vermin, often the results of dark magic, alchemical experiments, or long exposure to corrupted environments.
Lair and Lair Actions
While in its lair (such as a warehouse, cellar or sewers), the rat can take liar actions to cause trouble for intruders. On initiative count # (losing initiative ties), the rat takes a lair action to cause one of the following effects; the rat can’t use the same effect two rounds in a row:
Vermin Surge. 2d4 rats pour from the shadows. Each creature of the rat's choice within 20 feet of the rat must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Scuttling Ambush. The rat moves up to its speed. Until the next initiative count 20, it has advantage on attack rolls against creatures that hasn't moved yet on that round.
Collapsing Debris. Loose crates, beams, or rubble shift and fall. Each creature within 20 ft of a point the rat can see must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and fall prone. The area becomes difficult terrain until the next initiative count 20.
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