Slitherin (Diseased)

Family: Slitherin (Ratfolk)

Medium humanoid (titanspawn), any evil

Armor Class 13 (leather armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 15 (+2) 14 (+2) 12 (+1) 5 (-3)

Skills Acrobatics +4, Medicine +3, Stealth +4
Senses darkvision 60 ft.; passive Perception 11
Languages Slitherin, Titan Speech
Challenge 1/2 (100 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 Carrier. The Diseased slitherin is immune to the effects of disease. However, it can still contract diseases and be a carrier, exposing others to the disease’s ravages.
  • Rodent Empathy. The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts.

Actions

  • Multiattack. The slitherin makes two attacks: one bite and one claw, or one bite and one shortsword.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature 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: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

About

The Diseased priesthood is divided into orders, each responsible for breeding slaves as hosts for different plagues and ailments. While rivalries exist among the orders, there is a limit to how far such conflicts can go; allowing a disease to die out would be considered an offense to their gods. Given their capacity for cooperation, the Diseased are the most likely slitherin to seek joint ventures with other nests, particularly when they require brute strength for their cunning plots.

The Diseased prefer to strike from stealth, with ranged weapons ideally, rather than attack directly in melee.

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