Rat, Monstrous

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 40 ft.

15 (+2) 12 (+1) 14 (+2) 3 (-4) 13 (+1) 4 (-3)

Senses darkvision 60 ft., passive Perception 11
Challenge 1 (200 XP)

Special Traits

  • Keen Smell. The monstrous rat gains advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The monstrous rat gains advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Rats are always considered allies of a monstrous rat.


  • Multiattack. The monstrous rat makes two attacks: one with its bite and one with its claw.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw against disease or become diseased. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
  • Claw. Melee Weapon Attack: +2 to hit, reach 5 ft.; one target. Hit: 4 (1d4 + 2) slashing damage.


Most animals are small enough and weak enough to be dealt with by a commoner. Even some of the more powerful animals like a lion can be dealt with by the town guard. Adventurers, however, are the only ones that can deal with the giant animals. These creatures are far too powerful for the likes of ordinary men and women. Most animals leave humanoids alone, so when they attack in mass numbers, either some nefarious mind is behind it or their food source has disappeared.

Section 15: Copyright Notice

Book of Beasts: Monsters of the Forgotten Woods (5e).. © 2016, Jon Brazer Enterprises.

This is not the complete section 15 entry - see the full license for this page