Ratatosk Commoner

Family: Ratatosk

Tiny celestial, chaotic neutral

Armor Class 13
Hit Points 63 (18d4 + 18)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 12 (+1) 15 (+2) 10 (+0) 15 (+2)

Saving Throws Wis +2, Cha +4
Skills Deception +4, Persuasion +4, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Common; telepathy 100 ft.
Challenge 2 (450 XP)

SPECIAL TRAITS

  • 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.
  • Skitter. The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

ACTIONS

  • Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (2d6) psychic damage, and the target must make a successful DC 12 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.

REACTIONS

  • Desperate Lies. A creature that can hear the ratatosk must make a DC 12 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack‘s reach or range. If no other target is in the attack’s reach or range, the attack is still made (and ammunition or a spell slot is expended if appropriate), but it automatically misses and has no effect.
Section 15: Copyright Notice

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

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