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Ratfolk Warlock

With filthy tunics and well-kept leathers, ratfolk slink through fights, always looking to flank, turn, or strike from behind. Their ability to work in large groups leads dwarves to despise them as a “lowly swarm of guttersnipes”—but they are effective.

Small humanoid (ratfolk), any alignment

Armor Class 13 (16 with mage armor)
Hit Points 27 (6d6 + 6)
Speed 25 ft., swim 10 ft.

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

Saving Throws Wisdom +3, Charisma +5
Skills Arcana +4, Deception +5, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP)

Special Traits

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.
Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.