monsters humanoid cr-0-1 Tome of Beasts

Ratfolk Rogue

_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._ The ratfolk are canny survivor...

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Ratfolk Rogue

Small Humanoid (ratfolk), neutral

Armor Class 15 (studded leather armor)

Hit Points 18 (4d6+4)

Speed 25 ft., swim 10 ft.

STR
7 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws

Skills Acrobatics +5, Perception +2, Stealth +7

Damage Immunities

Condition Immunities

Senses darkvision 60 ft., passive Perception 12

Languages Common, Thieves' Cant

Challenge 1 (200 XP)

Cunning Action. A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide.
Nimbleness. A ratfolk rogue can move through the space of any creature size Medium or larger.
Pack Tactics. A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.
Sneak Attack (1/Turn). A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Rat Dagger Flurry. Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.

Reactions

None.


_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._ The ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues. **Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities. **Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.

Source: Tome of Beasts © 2016, Open Design LLC. Used under the Open Gaming License v1.0a.

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