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.
Licensing – Markdown Format