Rath (5e Creature)

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Rath[edit]

Medium humanoid, lawful evil


Armor Class 14 (Studded Leather (AC 14) or better.)
Hit Points 58 (9d8 + 18)
Speed 30


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 17 (+3) 11 (+0) 15 (+2)

Saving Throws Int
Skills Intimidation, Perception, Persuasion, Survival, Stealth
Damage Vulnerabilities Radiant
Damage Resistances Psychic
Senses passive Perception 14, Darkvision 90 ft, See through stone (see below), sunlight sensitivity.
Languages Orcish, Goblin, Common, Dwarvish, Draconic, Giant, Undercommon
Challenge 9 (5,000 XP)


See Through Stone. A rath can see through up to 15 feet of stone, earth, or wood. However even a very thin foil of lead or tin or 3 inches of iron blocks this gaze.

Telepathic Communication. As an action, a rath can telepathically communicate with any creature within 120 feet with which it shares a language. Even a very thin foil of lead or tin within a helm or hat blocks this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

Detect Humanoid Alignment. As an action, reaction, or bonus action, a rath can telepathically detect the alignment of any humanoid with an intelligence of 6 or greater within 90 ft. The humanoid may attempt to resist this by making a DC 18 charisma save. The humanoid with an intelligence of 6 or greater will realize that something is probing their mind whether the attempt succeeds or fails. Even a very thin foil of lead or tin within a helm or hat blocks this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

Telepathic Rage. As an action, a rath can telepathically dominate the minds of evil humanoids with an intelligence of at least 6 within 90 feet. A rath dominates an evil humanoid by accessing its rage, and manipulating it for the rath's purpose. A rath can give a telepathic command of up to 9 words to an evil humanoid to do whatever the rath commands, even if it means their death. Even if the humanoid moves out of range, they still follow the command for up to 10 minutes after it is given, although they get to make another saving throw each minute, and may choose to continue to follow the command even after that. The evil humanoid may make a wisdom save at DC 18 vs this effect. Even a very thin foil of lead or tin within a helm or hat blocks this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

Telepathic Terror. As an action, a rath can telepathically dominate the minds of chaotic humanoids with an intelligence of at least 6 within 90 feet. A rath dominates a chaotic humanoid by accessing its terror, and manipulating it for the rath's purpose. A rath can give a telepathic command of up to 9 words to an chaotic humanoid to flee in on whatever path the rath demands, even if it means their death. Once the humanoid moves out of range, they still follow the command for up to 1 minute after it is given, although they get to make another saving throw each round. Even a very thin foil of lead within a helm can block this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

Telepathic Despair. As an action, a rath can telepathically dominate the minds of good humanoids with an intelligence of at least 6 within 90 feet. Even a very thin foil of lead or tin within a helm or hat blocks this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

Telepathic Avarice. As an action, a rath can telepathically dominate the minds of neutral humanoids with an intelligence of at least 6 within 90 feet. Even a very thin foil of lead or tin within a helm or hat blocks this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

Telepathic Shame. As an action, a rath can telepathically dominate the minds of lawful humanoids with an intelligence of at least 6 within 90 feet. A rath dominates a lawful humanoid by accessing its shame and manipulating it for the rath's purpose. A rath can give a telepathic command to up to 9 words to a lawful humanoid to undo, dismantle, shut down, or stop doing something they have done, even if it means they or another are no longer protected. Even if the humanoid moves out of range, they still follow the command for up to 10 minutes after it is given, although they get to make another saving throw each minute, and may choose to continue to follow the command even after that. The lawful humanoid may make a wisdom save at DC 18 vs this effect. Even a very thin foil of lead or tin within a helm or hat blocks this ability. A helm of iron three inches thick also blocks this. Many giants wear helms of this sort.

ACTIONS

Flail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Morningstar. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Whip. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Phase Lightning. +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Another name for the Rath species is Cave Lord King. Raths dominate lesser humanoids of the underdark, such as kobolds, orcs, trolls, and goblins. Raths are kings of the underworld, organizing the nether races into great armies to bring slaughter on their foes and to invade the dwellers of the surface world. Raths do not jut bring up negative emotions, they bring up extreme forms of these emotions. So a rath does not just access fear inside a humanoid, it accesses terror and panic.

Raths are almost never found in groups. Raths tend to despise each other and keep their distance. Or they go to war against each other for domination of one part of the underdark or another. Mating is performed by one rath's minions carry genetic material to another rath. Raths are not common.

Regarding adventuring parties, a rath's goal is to bring them to complete despair, and lead them to the sweet repose of death.



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