King Rat

Medium beast, unaligned

Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 10 ft.

10 (+0) 17 (+3) 13 (+1) 5 (-3) 12 (+1) 4 (-3)

Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Challenge 2 (450 XP)

Special Traits

  • Horde Empathy. The king rat can communicate simple ideas and emotions with rats of its horde within 100 feet of it.
  • Keen Smell. The king rat has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The king rat has advantage on an attack roll against a creature if at least one of the king rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


  • Multiattack. The king rat makes one attack with its Bite and one attack with its Claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
  • Tail Sweep (recharge 6). The king rat sweeps its tail in an arc around it. Each creature within 10 feet of the king rat must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux

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