5e SRD >Creatures >

Slitherin, Common

Family: Slitherin (Ratfolk)

Medium humanoid (titanspawn), any alignment

Armor Class 12 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., climb 30 ft.

12 (+1) 13 (+1) 13 (+1) 10 (+0) 10 (+0) 7 (-2)

Skills Acrobatics +3, Stealth +3
Senses darkvision 60 ft.; passive Perception 10
Languages Slitherin, Titan Speech
Challenge 1/4 (50 XP)

Special Traits

  • Contortionist. The slitherin has advantage on Dexterity checks to escape from bonds or being grappled, as well as to squeeze through tight spaces.
  • Disease Resistance. The slitherin has advantage on saving throws against disease.
  • Rodent Empathy. The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts.


  • Multiattack. The slitherin makes one bite attack and one shortsword attack.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 1) piercing damage.
  • Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  • Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


The common slitherin here represents a common ratfolk warrior, guard, or cultist that could be encountered almost anywhere in the Scarred Lands, having no particular clan affiliation. To better emulate a slitherin from a particular clan, add one or two appropriate clan abilities or features (borrowed from the sample statistics for the various slitherin clans, below).

Most ratfolk encountered away from their burrows or nests are warriors. Like their clothing, their armor and weapons are typically pitted and caked with filth.

Slitherin Clans

There are numerous clans or sub-species of ratfolk. Information and typical stats for representative members of the Diseased, the Dunewalkers, the Foamers, and the Red Witches appear on their own pages. Slitherin are often referred to as the “scourge of the under-realm.”

Slitherin are known to bolster their forces by calling upon packs of giant rats and swarms of normal rats to join them in battle. When led by their priests, ratfolk are capable of organized warfare and can use their great numbers to deadly effect. Lone ratfolk usually attempt to flee from conflict, but they can be driven into a fury if cornered. They fight only when in a group, preferably with three-to-one odds or better and from ambush.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb