Ratfolk Warlock

Ratfolk Warlock

Small humanoid, any alignment
  • Armor Class 13 (16 with mage armor)
  • Hit Points 27 (6d6+6)
  • Speed 25 ft., swim 10 ft.
  • STR
    8 (-1)
  • DEX
    16 (+3)
  • CON
    12 (+1)
  • INT
    14 (+2)
  • WIS
    12 (+1)
  • CHA
    17 (+3)
  • Saving Throws Wis +3, Cha +5
  • Skills Arcana +4, Deception +5, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common
  • Challenge 1 (200 XP)
  • 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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.