Ratatosk Assassin

Family: Ratatosk

Tiny celestial, chaotic neutral

Armor Class 14
Hit Points 63 (18d4 + 18)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (–3) 18 (+4) 12 (+1) 17 (+3) 10 (+0) 18 (+4)

Saving Throws Wis +5, Cha +7
Skills Deception +7, Persuasion +7, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Common; telepathy 100 ft.
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Evasion. The ratatosk assassin can nimbly dodge out of the way of certain area effects. When they are subjected to an effect that allows them to make a Dexterity saving throw to only take half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
  • Innate Spellcasting. The ratatosk’s spellcasting attribute is Charisma (save DC 14). They can innately cast the following spells without requiring material or somatic components.
  • Pack Tactics. The ratatosk assassin has advantage on an attack roll against a creature if at least one other ratatosk is within 5 feet of the creature and the other ratatosk is not incapacitated.
  • Skitter. The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of their turns.

ACTIONS

  • Multiattack. The ratatosk assassin makes two curved dagger attacks (melee or ranged) or one dagger attack and one gore attack.
  • Curved Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned. On a successful saving throw, the target takes half as much and is not poisoned. A poisoned target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage.
  • Psychic Strike (Recharge 5–6). The assassin delivers a quick slashing blow to the mind of a single creature within 30 feet. The target must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed saving throw or half as much on a successful saving throw.

REACTIONS

  • Nimble Reposition. When a creature the ratatosk assassin can see hits them with an attack, the assassin can move up to their normal movement without provoking opportunity attacks.

ABOUT

Most hidden blades work in pairs and excel at infiltrating secure camps or structures, launching coordinated strikes at any who pose a threat to the World Tree. Others, however, break away from traditional ratatosk society and venture forth to make their way as hired killers. Hidden blade ratatosk typically have darker colorations either naturally or by the application of dyes distilled from acorns.

Section 15: Copyright Notice

Ratatosk ©2022 Open Design LLC; Author: Brian Suskind.

This is not the complete license attribution - see the full license for this page