With filthy tunics and well-kept leathers, ratfolk slink through fights, always looking to flank, turn, or strike from behind. Their ability to work in large groups leads dwarves to despise them as a “lowly swarm of guttersnipes”—but they are effective.
Small humanoid (ratfolk), any alignment
Armor Class 13 (16 with mage armor)
Hit Points 27 (6d6 + 6)
Speed 25 ft., swim 10 ft.
|8 (–1)||16 (+3)||12 (+1)||14 (+2)||12 (+1)||17 (+3)|
- Nimbleness. The ratfolk warlock can move through the space of any Medium or larger creature.
- Pack Tactics. The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Innate Spellcasting. The ratfolk warlock’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage or 3 (1d8 – 1) bludgeoning damage if used with two hands.
- Darken. The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock’s next turn.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.