Medium humanoid (skaven), neutral evil
Armor Class 14 (shield)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Skills Perception +3, Survival +3
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP)
Keen Smell. The skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The skaven has advantage on attack rolls against a creature if at least one of the skaven's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The skaven makes two attacks with its longsword or one with its bite and one with its longsword.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Clanrats are the common warriors of the skaven clans, forming the bulk of any skaven army.
Mainly due to cowardice and lack of discipline, lone clanrats are not formidable opponents except when they are attacking a weakened or crippled enemy, preferably from the shadows. Banded together in large numbers, however, they are ferocious warriors, attacking without hesitation even against obviously superior enemies.
The clanrats do their part to ensure the skaven hierarchy is maintained, keeping down the class below them (namely the skaven slaves), while profusely humbling themselves before those of the ranks above them.
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