Tome of Beasts 1
Ratfolk Rogue CR: 1
Small humanoid, neutral
Armor Class: 15 (studded leather)
Hit Points: 31
Speed:
25 ft
, swim: 10 ft
Skills: Acrobatics +5. Perception +2, Stealth +7
Senses: Darkvision 60ft., Passive Perception 12
Languages: Common, Thieves Cant
Challenge Rating: 1
( 200 XP)
Proficiency Bonus: +2
Nimbleness. The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn’t difficult terrain for the ratfolk.
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.
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 plus 7 (2d6) poison damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
Bonus Actions
Cunning Action. The ratfolk rogue takes the Dash, Disengage, or Hide action.
The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.
The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies—though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.
Adaptable. Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.
Fast Fighters. Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “rat king” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead.