Ratfolk Warlock
Small Humanoid, any alignment. CR 1, AC 13, 27 HP. Traits: Nimbleness, Pack Tactics, Innate Spellcasting.
- Armor class
- 13
- Hit points
- 27
- Challenge
- 1
- Creature type
- Humanoid
- Size
- Small
- Alignment
- any alignment
Stat block
- Cha
- 17
- Con
- 12
- Dex
- 16
- Int
- 14
- Str
- 8
- Wis
- 12
- Speed
- Swim: 10; Walk: 25
- Senses
- darkvision 60 ft., passive Perception 13
- Skills
- Arcana: 4; Deception: 5; Perception: 3
- 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.
- Languages
- Common
- Saving throws
- Wisdom: 3; Charisma: 5
- 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
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).