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5ead/monsters/md/creature_codex/ratfolk-warlock.md
2025-06-07 07:58:30 -05:00

1.8 KiB

Ratfolk Warlock

Small Humanoid any alignment

  • Armor Class: 13 (16 with mage armor)
  • Hit Points: 27 (6d6+6)
  • Speed: swim 10 ft. walk 25 ft.
  • Challenge Rating: 1 (200 XP)
  • Source: Creature Codex, page 314
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 17 (+3)
  • Saving Throws: Wis +3, Cha +5
  • Skills: arcana +4, deception +5, perception +3
  • Senses: darkvision 60 ft., passive Perception 13
  • Languages: Common

Special Abilities

  • 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: At will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals 3/day each: command, darkness, hellish rebuke 1/day each: blindness/deafness, hold person

Actions

  • 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.