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Ratatosk

Tiny fey, neutral evil

Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 14 (+2) 14 (+2)

Saving Throws Dexterity +5, Charisma +5
Skills Deception +4, Insight +4, Persuasion +4, Perception +4, Stealth +5
Damage Resistances psychic
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)

Special Traits

  • Familiar. The ratatosk can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the ratatosk senses as long as they are within 1 mile of each other. While the ratatosk is within 10 feet of its master, the master shares the ratatosk’s Magic Resistance trait. If its master violates the terms of the contract, the ratatosk can end its service as a familiar, ending the telepathic bond.
  • Innate Spellcasting. The ratatosk’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:
    • At will: druidcraft, vicious mockery
    • 1/day each: confusion, dissonant whispers
  • Keen Senses. The ratatosk has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Magic Resistance. The ratatosk has advantage on saving throws against spells and other magical effects.

Actions

  • Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and if the target is a creature wearing wooden armor, carrying a wooden shield, or in possession of a wooden magic item that improves its AC, it must make a DC 13 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
  • Weird Insight. The ratatosk targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the ratatosk’s Wisdom (Insight) check. If the ratatosk wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

About

This curious-looking squirrel has a sharp horn jutting from its forehead.

Ratatosks are the gossips of the faerie world, ferrying information to and from their contacts to sow as much strife as possible. They are technically capable of becoming familiars, although few desire them; those that do see them as spies and informants who spread rumors and lies.

Ratatosks are difficult to capture; their ability to destroy wood with the touch of their horn ensures few cages hold them for long.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.