monsters humanoid cr-2-4 Creature Codex

Ratfolk Mercenary

Small Humanoid, CR 2. From Creature Codex.

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Ratfolk Mercenary

Small Humanoid (ratfolk), neutral

Armor Class 15 (leather armor)

Hit Points 45 (13d6)

Speed swim 10 ft., 25 ft.

STR
7 (-2)
DEX
18 (+4)
CON
11 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws Dex +6, Int +4

Skills Acrobatics +8, Deception +2, Intimidation +2, Perception +2, Stealth +8

Damage Immunities

Condition Immunities

Senses darkvision 60 ft., passive Perception 12

Languages Common

Challenge 2 (450 XP)

Chopper Squad. The ratfolk mercenary's melee weapon attacks deal one extra die of damage if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.
Nimbleness. The ratfolk mercenary can move through the space of any Medium or larger creature.
Pack Tactics. The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Packing Heat. If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.

Actions

Multiattack. The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Reactions

Guard the Big Cheese. When a creature makes an attack against the ratfolk mercenary's current employer, the mercenary grants a +2 bonus to the employer's AC if the mercenary is within 5 feet of the employer.


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