Ratfolk Burglar (5e Creature)

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Ratfolk Burglar[edit]

Medium humanoid (ratfolk), any evil alignment


Armor Class 14 (leather armor)
Hit Points 14 (4d8 - 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 9 (-1) 11 (+0) 13 (+1) 14 (+2)

Skills Deception +4, Sleight of Hand +5, Stealth +5
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1/2 (100 XP)


Beast Speech. The ratfolk can comprehend and verbally communicate with beasts, as if it were always under the effect of the speak with animals spell.

Quick Reaction. The ratfolk gains a +2 bonus to its initiative rolls.

Shadow Blend. The ratfolk can attempt to hide in dim light.

Thin Frame. The ratfolk can squeeze through spaces as if it were a Small creature.

ACTIONS

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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.


If you happen to live in a not-good side of a large city, you might face some rat problems. Not your common, tiny vermins that are almost adorable, but larger, human-sized rats, more commonly known as the ratfolks. Ratfolks provide an invaluable supply of looted goods in the local black market, often boasting their kleptomaniac business hushed somewhere deep in the downright wrong side of the city.

Ratfolks never do business alone. Often a group of two or three ratfolks break in an unoccupied house, or rather, an occupied house that would be unoccupied in minutes. On a rare occasion only one ratfolk is discovered in action, but that indicates that the rest of the gang is outside of the house, waiting for the slightest alarm to be triggered.

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