monsters humanoid cr-0-1 Creature Codex

Ratfolk Warlock

Small Humanoid, CR 1. From Creature Codex.

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Ratfolk Warlock

Small Humanoid (ratfolk), any alignment

Armor Class 13 (16 with mage armor)

Hit Points 27 (6d6+6)

Speed swim 10 ft., 25 ft.

STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
17 (+3)

Saving Throws Wis +3, Cha +5

Skills Arcana +4, Deception +5, Perception +3

Damage Immunities

Condition Immunities

Senses darkvision 60 ft., passive Perception 13

Languages Common

Challenge 1 (200 XP)

Nimbleness. The ratfolk warlock 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.
Innate Spellcasting. The ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals 3/day each: command, darkness, hellish rebuke 1/day each: blindness/deafness, hold person

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Darken. The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn.

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