Skaven Night Runner (5e Creature)

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Skaven Night Runner[edit]

Medium humanoid (skaven), neutral evil

Armor Class 15 (leather armor)
Hit Points 27 (5d8 + 5)
Speed 40 ft.

14 (+2) 18 (+4) 12 (+1) 11 (+0) 14 (+2) 6 (-2)

Skills Perception +6, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 16
Languages Common, Queekish
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the skaven can use a bonus action to take the Dash, Disengage, or Hide action.

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.

Sneak Attack (1/Turn). The skaven deals an extra 7 (2d6) 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 an ally of the skaven that isn't incapacitated and the skaven doesn't have disadvantage on the attack roll.


Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and target must make a DC 13 Constitution saving throw, taking 4 (1d8) poison damage on a failed save or half as much damage on a successful one.

Sling. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Night runners are the most common warriors of Clan Eshin, the skaven clan that specializes in stealth missions, such as espionage, sabotage, and (most commonly) assassinations. They are trained to move at speed, striking quickly to prepare the way for a larger skaven army. Common objectives for night runners are to seize key terrain, harassing and slowing down enemy troops, picking off war machine crews with slings and luring foes into ambushes.
Casualties are high amongst night runners, and only those who survive many engagements can hope to advance to the rank of gutter runner. One of the most dangerous missions given to night runners is to follow a Warp-grinder team underneath the enemy and attack them in the flank or rear. Although this is usually a suicide mission, it does provide a good distraction. Night runners will also be used to draw out enemy reserves so the elite gutter runners can strike at an exposed target.

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