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Creature Guide - Ratfolk

Ratfolk Creature Guide provides resources for adventures featuring ratfolk, including encounter guides, loot guides, and example encounters. The encounter guides explore ratfolk motivations and tactics to help understand how to roleplay them. Ratfolk seek power above all else and utilize deception, numbers, and opportunism in battle. They will flee fights that are not going their way. The loot guides offer alternative treasure to what monsters normally carry to better suit different environments and contexts.

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0% found this document useful (0 votes)
63 views19 pages

Creature Guide - Ratfolk

Ratfolk Creature Guide provides resources for adventures featuring ratfolk, including encounter guides, loot guides, and example encounters. The encounter guides explore ratfolk motivations and tactics to help understand how to roleplay them. Ratfolk seek power above all else and utilize deception, numbers, and opportunism in battle. They will flee fights that are not going their way. The loot guides offer alternative treasure to what monsters normally carry to better suit different environments and contexts.

Uploaded by

pgc97z2xhp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Ratfolk Creature Guide

T
his document contains a collection of And sometimes, items are hidden away in nearby areas
resources to help you run adventures heavily that are difficult to spot. How different CRs are split among
featuring ratfolk. Ratfolk forces come in many the tables also results in creatures of wildly different power
shapes and sizes, but this guide will focus on levels dropping the same amounts of wealth.
what is common to most ratfolk, with a focus You can use these loot guides if you wish to provide your
on ratfolk soldiers and grey seers. These players with alternate sources of wealth when they slay
resources are divided into Encounter Guides, monsters that don't carry money, let players use their skills to
Loot Guides, and Example Encounters. Encounter Guides collect wealth, or just provide treasure that scales more
will help you understand the mindset, motivations, and closely with creature CR.
tactics of the creatures, so you have a better idea of how to The guides provide rules for allowing players to loot
play them. Loot Guides provide alternate ways to provide valuable goods from their foes' corpses or the surrounding
treasure found after defeating these enemies. Example area after an encounter. This looting can be done using a skill
Encounters will provide encounter scenarios involving these check made by one of the players, with the type of check
creatures and instructions on how to run them. required dependent on the type of item the player wishes to
collect and how the item is being collected. The more
Encounter Guides successful the check, the more goods the player is able to
collect.
These guides explore the motivations and tactics of specific
creatures to help provide richer roleplaying experiences
when using them. Motivations determine the priorities the What’s Alternate Loot Good For?
creature has and what goals it is likely to form based on Treasure other than coins, gems, and art objects
them. Tactics determine the means through which the can be used to provide forms of wealth that better
creature is most likely to achieve those goals. Motivations and fit the context of the current environment. Players
tactics apply when roleplaying wild beasts looking for their with the right skill sets might also be able to use
next meal, as well as major characters serving as antagonists valuables they find this way to craft useful items.
for an entire campaign. These could be handy mundane items or even
magic items. Hide and bone could be crafted into
Motivations weapons and armor, while potent plants or liquids
could form the base for a potion.
Understanding a creature's motivations will help you give it
goals that may put it into direct conflict with the players. If
players can decern that a creature has goals that aren't just
"be an enemy for the players to defeat," it will breathe more
life into the world and give the players a chance to make
more informed decisions as to how to deal with the creature.
This section of the guide will provide examples of common
motivations for these types of creatures in general and
specialized motivations for more unique creatures.
Tactics
Understanding a creature's preferred tactics will help you
form a strategy for how the creature will attempt to achieve
its goals and guide you in making the most of the creature's
abilities. Players who can recognize a creature's tactics will
then have a chance to make note of them and attempt to
adjust their own tactics accordingly.
This section of the guide will provide examples of how the
creatures prefer to initiate combat, what tactics they use
during combat, and what they will do if they are losing.
Loot Guides
The DMG contains Individual Treasure tables listing the
number of coins that can be dropped by creatures of different
CRs. However, many creatures have no reason to carry coins
or even have them within their vicinity. Other creatures may
carry wealth in the form of items whose value isn't apparent
at first glance.
1
Lowly ratfolk slaves will leap at any chance to bully another
Ratfolk Encounter Guide creature, and ratfolk warlords seek to expand the size of their
territory and clan. All ratfolk take particular glee in seeing the
The nature of ratfolk and the names they go by varies from works of rival races reduced to ruin and will bring about such
setting to setting. However, adventures that pit players ruin for its own sake as it facilitates a sense of superiority
against evil ratfolk usually feature them as unscrupulous and amongs their kind.
underhanded adversaries who utilize stealth and Ratfolk with more mystical inclinations, such as grey seers,
overwhelming numbers to compensate for other may appear to give up this selfish drive in service of their
shortcomings. Ratfolk often dwell in formerly abandoned divine calling, but they, too, seek power. Their service is
towns or the sewers of cities occupied by other humanoids. merely a means of gaining access to eldritch powers, which
They may also construct their own hidden settlements they can use to elevate themselves amongst their clan, and
underground or within deadly swamps. From these they often walk the fine line between doing what their divine
dwellings, they can launch raids into the territory of other masters require of them and utilizing their gifts to achieve
races to take whatever they need to survive. their selfish ends.
Players may come into conflict with ratfolk who are
launching an attack on other humanoids, or they might General Ratfolk Motivations
stumble across ratfolk lairs in the wild or while exploring Securing resources or territory for a clan
urban ruins. The most common types of ratfolk players are Bringing ruin upon a feared enemy
likely to encounter are foot soldiers, who range from lowly Acquiring items that enhance the ratfolk’s power or can
slaves to mighty warlords leading entire clans. Some ratfolk serve as a status symbol
forces may also include a grey seer who serves as a powerful Increasing status among the clan
mystic and spiritual leader for the clan. Avoiding the wrath of higher-ranking clan members
Ratfolk Motivations Grey Seer Motivations
Ratfolk, at their core, seek power above all else. Many carry Serving the will of an otherworldly master
an everpresent sense of fear and inferiority and thus grab at Securing eldritch lore or powerful magic items
power as a means of mitigating these insecurities. The form Gaining influence over other clans
this power takes can vary between ratfolk, depending on
where their talents lie. Ratfolk with specialized skills will
seek mastery in that skill as a means of elevating themselves
while also seeking to sabotage any rivals.

2
Ratfolk Tactics Retreat
Ratfolk aren’t shy about retreating if a fight doesn’t appear to
Ratfolk rarely have the advantage over their foes in terms of be going well. If ratfolk force as a whole is doing well,
individual power and must instead rely upon cunning and individual ratfolk will often fight to the death. However, their
numbers. Grand strategic goals are pursued using deception, morale plummets once they no longer perceive themselves as
betrayal, and securing large numbers of allies. Ratfolk are having the upper hand. This may happen if the ratfolk lose
opportunistic schemers by nature and can flip from cowering more than half their fighting force or their leader is slain, and
hesitation to brutal aggression the moment they see an their enemies don’t appear to be near defeat. Under these
opening to pursue their goals. Though ratfolk are quick to circumstances, most ratfolk will flee if they have lost at least
backstab one another to pursue their ends, they naturally half their health, face a foe they don’t outnumber, or see
unite into overwhelming verminous mobs when faced with an multiple nearby allies flee.
outside threat. These tactics carry over into how ratfolk
engage the players in combat. Tactics: Ratfolk Slaves
Engagement These wretches are generally used as cannon fodder by other
ratfolk. They often spend as much time fleeing the players as
Ratfolk rarely engage enemies on anything approaching even they do fighting them. This “strategy” does give them a better
footing. They don’t start a fight unless they’ve caught the shot at using their Cornered Rat ability before they are slain.
players off-guard, have overwhelming numbers, or have a Ratfolk slaves are also considered so expendable by other
terrain advantage. If they’re able, ratfolk will surround the ratfolk that seeing them fleeing or slain isn’t a bother, and
players before making their presence known using their other ratfolk are unlikely to break and flee as a result.
natural stealthiness. They will also try to fight in dark and
claustrophobic environments where their darkvision and Tactics: Council Guards
Crevice Crawler abilities allow them to sneak up from These are the most elite ratfolk soldiers and most atypical of
unexpected directions. their kind in terms of their combat behavior. Their primary
Combat
goal is to safeguard their commander, and their Scurry
Towards feature lets them intercept players trying to chase
So long as they believe they have the upper hand, ratfolk are down said commander. Council guards will also never flee a
vicious combatants to the point of recklessness. They will fight if doing so would put the commander in jeopardy.
dogpile an isolated or otherwise vulnerable opponent and
utilize their Overwhelming Mass feature to rack up brutal Tactics: Grey Seer
amounts of damage. If the players manage to regroup to Like most spellcasters, grey seers will try to stay out of reach
support whoever is being ganged up on, the ratfolk will of the players and use minions as a meat shield. Fissure is an
scatter using their Scurry Away feature before rallying to excellent spell for creating terrain that impedes the players,
reattempt the same tactic. Fighting in an environment with and Vermintide can be used to drop tides of rats on players
tight spaces the players can’t easily move through helps who’ve fallen into the fissure or are trying to attack the grey
facilitate this fighting style. seer. If players do manage to close into melee range, the warp
staff attacks do high damage and prevent reactions, giving the
grey seer an opening to retreat.
Ratfolk Loot Guide
Because ratfolk are humanoids, most of the valuable goods
that be looted from them are the remains of the equipment
they were using or valuables they were carrying or hiding
nearby. Most of the challenge of looting ratfolk is identifying
what goods are truly valuable items, not just trinkets they
were trying to pretend were impressive status symbols.
Lootable Ratfolk Items
Most dropped valuables can be found using the same
methods, but mystical objects may require different skills to
identify, as described in the following table. If the player has
proficiency in more than one skill that can be used for
gathering the type of item they're looting, you can give them
advantage on the check.
Ratfolk Looting Checks
Type of Item Skill Used to Loot Item
Coins or Other Intelligence (Investigation) or
Obvious Valuables Wisdom (Perception)
Intelligence (Arcana) or
Grey Seer Items
Intelligence (Religion

The number of items looted and the value of those items


will depend on how well the players do on their skill check.
As ratfolk are quick to horde anything they might see as
valuable, the difficulty in looting ratfolk often stems from
sorting out actual valuables from items that have simply been
made to appear valuable.
You can give the different types of items unique names
based on their material and value to help differentiate them
from one another. The following table provides some Loot Tables
example names. If an item is in especially good condition, it The following tables describe the number of items and value
is worth twice as much. A version of the item in poor of those items the players are able to loot depending on the
condition is worth half as much. For example, a Monstrous result of their check. You can have them make a separate
Bone may be worth 10gp, but a Pristine Monstrous Bone check for each creature they're looting or use one check for
would be worth 20gp, and a Cracked Monstrous Bone would multiple creatures at once to save time.
be worth 5gp. Gems may be flawed, hide might be tattered,
and metal corroded, cutting their value in half, and any item Ratfolk Slave Loot Table
in pristine condition can be worth twice as much. In this way, Looting Check Result or 1d20 + 3 Loot
you can create items of many values with little effort.
1-5 Nothing
Example Item Names 6-11 1 5sp Item
Value Bone Gem Hide Metal
12-16 1d4(2) 5sp Items
Green Leather Blade
1gp Rat Bone 17-20 1d6(3) 5sp Items
Quartz Scraps Fragment
Monstrous Warp Armored 21+ 1d4(2) 1gp Items
10gp Intact Blade
Bone Stone Leather
Warp Trophy Warp-Steel
Ratfolk Clan Rat Loot Table
100gp Trophy Bone Looting Check Result or 1d20 + 3 Loot
Gem Hide Fragment
Eldritch Warp Warp Warp-Steel 1-5 1 5sp Item
1,000gp
Horn Jewel Leather Blade 6-8 1d4(2) 5sp Items
9-15 1d6(3) 5sp Items
16-20 1d4(2) 1gp Items
21+ 1d6(3) 1gp Items

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ratfolk Volcanic Slasher Loot Table Ratfolk Chieftain Loot Table
Looting Check Result or 1d20 + 3 Loot Looting Check Result or 1d20 + 5 Loot
1-4 1 5sp Item 1-7 1 5gp Item
5-6 1d6(3) 5sp Items 8-10 1d4(2) 5gp Items
7-12 1d4(2) 1gp Items 11-16 1d4(2) 10gp Items
13-20 1d6(3) 1gp Items 17-22 1d6(3) 10gp Items
21+ 1d4(2) 2gp Items 23+ 1d4(2) 20gp Items

Ratfolk Storm Vermin Loot Table Ratfolk Warlord Loot Table


Looting Check Result or 1d20 + 3 Loot Looting Check Result or 1d20 + 5 Loot
1-5 1d4(2) 5sp Items 1-8 1d6(3) 5gp Items
6-9 1d4(2) 1gp Items 9-15 1d6(3) 10gp Items
7-16 1d6(3) 1gp Items 16-20 1 50gp Item
17-20 1 5gp Item 21-24 1 100gp Item
21+ 1 10gp Item 25+ 1d4(2) 100gp Items

Ratfolk Council Guard Loot Table Ratfolk Grey Seer Loot Table
Looting Check Result or 1d20 + 3 Loot Looting Check Result or 1d20 + 7 Loot
1-5 1d4(2) 1gp Items 1-8 1d4(2) 100gp Items
6-8 1d6(3) 1gp Items 9-13 1d6(3) 100gp Items
9-15 1d6(3) 5gp Items 14-18 1 500gp Item
16-21 1d4(2) 10gp Items 19-25 1 1,000gp Item
22+ 1d6(3) 10gp Items 26+ 1d4(2) 1,000gp Items

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Example Ratfolk Encounters
The Vermin Tide Encounter Map: Ruined Town

(Player Levels: 2-3 or 6-8)


In this encounter, the players wander into the abandoned
remains of a ruined town before swarms of rats and ratfolk
begin emerging from the shadows to attempt to overrun
them. There are two versions of this encounter; one for
players in the level 2-3 range and one for players in the level
6-8 range.
Encounter Context
This encounter doesn't need much setup and only assumes
the players are wandering into the ruins of a town they
haven't been to recently. Players with experience fighting rats
or ratfolk will have better odds with the fight, but it isn't
necessary. The players can enter the map from either area 7
or 8.
Lead Up
The players wander into the remains of a dilapidated town
that appears to have been recently abandoned. As they
approach the town's market square, they spot dead
guardsmen near a well. As they start to investigate the bodies
or the area, the ratfolk attack.
The Ratfolk Mobs
When the encounter begins, a group of random ratfolk will
scurry out from a random location on the map. You can roll a
Dexterity (Stealth) check against the players' Passive
Perception (PP) to determine if the players are surprised or
not. To determine what types of ratfolk appear, roll on the Map Description
Ratfolk Mob table below. To determine where they appear, Lighting. The full moon casts the village in dim light. The
roll a d8 and match the result with the corresponding map building interiors are obscured in darkness.
location. Market Well. The well in the market center is 30 feet
After this first ratfolk mob appears, roll on the Ratfolk deep. Attempting to climb out requires a DC 10 Strength
Mobs table to determine the type of mob that will appear (Athletics) check. If a ratfolk falls down the well, remove it
next, and then roll for the location where that mob will from combat unless it’s the chieftain or storm vermin who
appear. This next mob appears 3 rounds later. Players within show up in the last wave of the encounter. If it is one of
30 feet of that location with a PP of 12 or greater can hear these “boss” ratfolk, have it try to climb out of the well (no
them coming the round before they appear. Players with a PP check required, though it still climbs at half its move
of 15 or higher can hear them from 60 feet away, and players speed).
with a PP of 18 or greater can hear them from anywhere on Elevated Areas. The areas of the map highlighted in
the map. green are at a higher elevation than the ground floor of the
Repeat this process until 3 randomly generated ratfolk market. The height difference is described in the map.
mobs have appeared. The final mob you roll for will Cover Areas. The areas of the map highlighted in yellow
accompany a second "boss mob" as the capstone to the fight, are locations the ratfolk may try to retreat to after using
which enters from a different random location. For the level their Scurry Away feature. The tents provide half cover to
2-3 version of the encounter, this will be a ratfolk storm creatures within them and are destroyed after taking 10
vermin who is the ratfolk leader. For the level 6-8 version of damage. A creature can make a DC 11 Strength check to
the encounter, it will be a ratfolk chieftain, who is the ratfolk knock a tent over. If a creature is inside a tent that’s been
leader, accompanied by 2 ratfolk storm vermin. If the ratfolk knocked over, it is blinded and moves at half speed until it
leader is slain, all remaining ratfolk will lose their resolve and leaves the tent or cuts its way out with an attack that deals
flee the battle. piercing or slashing damage.

6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aftermath
Ratfolk Mob Table
1d4 Level 2-3 Level 6-8
If all the ratfolk are slain or flee, the players will no longer be
in any immediate danger. If the leader escapes, it will likely
1 3 Ratfolk Clan Rats 8 Ratfolk Clan Rats try to rally a new force of ratfolk and exact its revenge against
2 5 Ratfolk Slaves 4 Ratfolk Storm Vermin
the players. Though this could take days or even weeks. Any
remaining ratfolk in the town will likely flee the players on
3
1 Ratfolk Clan Rat 2 Ratfolk Storm Vermin & 6 sight unless they appear vulnerable. If the players were
& 3 Ratfolk Slaves Ratfolk Slaves forced to flee, the ratfolk will hound them until they have
2 Groups of 8 Ratfolk Slaves,
made it well outside the outskirts of the town.
2 Ratfolk Clan Rats
4 each appearing at a different
& 1 Rat Swarm
location
Loot
If the players search the area for valuables, they'll find a chest
full of coins the ratfolk were hoarding and a valuable items
Encounter Tactics carried by the ratfolk. They can also loot the individual ratfolk
The ratfolk fight using the same tactics outlined Ratfolk they slew using the guidelines from the Ratfolk Loot Guide.
Encounter Guide. Ratfolk are likely to use their Scurry Away The amount of treasure they find will depend on the level of
feature if they are fighting from a disadvantageous position, the encounter.
there is somewhere nearby they can hide, and there are Level 2-3 Encounter Loot
nearby allies that make it difficult for them to be followed. If a
ratfolk mob is near defeat but a new mob will be showing up Chest: 1,230 cp, 1,175 sp, 93 gp
soon, they are likely to use Scurry Away to attempt to survive Individual Ratfolk Minions: 3 Potions of Healing
long enough for reinforcements to arrive. However, they will Ratfolk Storm Vermin: Warp Gem worth 100gp
not flee from the fight entirely until the ratfolk leader is killed Level 6-8 Encounter Loot
or flees.
Chest: 6,032 cp,7,879 sp, 1,862 gp, 1,132 pp
The Ratfolk Leader Individual Ratfolk Minions: 3 Potions of Greater Healing
The ratfolk leader, whether it be a storm vermin or a Ratfolk Chieftain: 1 Fractured Warp Jewel worth 500gp
chieftain, will use its minions as disposable cannon fodder to
be thrown at the players and pin them down. It will then Looting Potions During Combat
move in and attack anyone that looks weakened or
overwhelmed. The leader is recklessly confident and is You can give the players the opportunity to loot
unlikely to flee unless it is reduced to a quarter of its health the healing potions from the ratfolk mobs during
or less, or the majority of its minions are dead or near death, the battle. Each mob should have a potion carried
and the players still look like they're going strong. by one of its ratfolk that the players can grab and
use to heal themselves during the fight. This can
allow the players to reduce the fight's difficulty if
they are willing to expend part of their loot right
away.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
XP Award: 1,000xp (Level 2-3) or 7,000xp Adventure Follow Ups
(Level 6-8) If you wish to connect this encounter to a larger adventure,
The degree of success the players have in defeating the the following hooks can help provide some inspiration:
ratfolk can affect their XP reward. You can use the following
potential outcomes as guidelines to modify how much XP you d4 Adventure Hook
award your players. After the players secure the town, they learn the
150% XP: The majority of the ratfolk and their leader 1 remaining ratfolk are moving on to the next village,
were slain where a grand festival is taking place.
100% XP: The player won the fight, but the leader or a It turns out the inhabitants of the town did something
larger number of ratfolk escaped to anger their god, who sent the ratfolk as divine
50% XP: The players slew the majority of the ratfolk 2 punishment. Until the god is appeased, swarms of
mobs, but retreated before being able to defeat the leader ratfolk continue to infest the town and hunt the
10% XP: The players were forced to retreat before surviving inhabitants.
defeating the majority of the ratfolk mobs
The players learn this was not the only town to fall
Adjusting the Difficulty 3 victim to ratfolk, and a warlord is rallying ratfolk from
across the land into a verminous legion.
The encounter assumes you are playing with 4 players in the
suggested level range. If the players' levels are outside the The players learn of a mysterious noble going from
town to town, giving away wealth to the needy. Those
suggested level range, or you have a different group size, you 4
who accept his wealth transformed into wicked ratfolk
can adjust the encounter's difficulty accordingly. that overrun their town.
Easier Encounter. Remove the second mob that
accompanies the ratfolk leader's mob. Cut the XP award by
roughly 20%.
Harder Encounter. Have a new mob appear each round
after the ratfolk leader appears. These new mobs should
contain roughly half the number of ratfolk as what's
presented in the table. Boost the XP award by roughly 20%.

8
The Ruinous Ritual Encounter Map: Ruinous Ritual Chamber

(Player Levels: 16-18)


In this encounter, the players face off against a ratfolk grey
seer performing a dark ritual to gain untold eldritch power.
The seer is guarded by multiple ratfolk and protected by an
arcane force shield that can only be dispelled by disabling
three eldritch generators located across the map.
Encounter Context
The encounter assumes the players are aware of the ratfolk
grey seer and the ritual he is performing in his underground
lair. This encounter’s chamber may even serve as the final
room of a dungeon where the players have been fighting their
way through ratfolk to reach the grey seer.
Lead Up
When the players arrive at the chamber, they will immediately
see the grey seer performing his dark ritual, surrounded by a
magical force shield. The eldritch generators glow as their
vile machinery whirls, and the players will see the energy
they generate being siphoned to the grey seer and his shield.
You should make it clear to the players that the shield cannot
be destroyed or dispelled through conventional means as it is
being continually rejuvenated by the generators. Once the
grey seer and his ratfolk minions notice the players, they will
immediately attack.
Map Description
Lighting. The green glow of the ritual and the eldritch Map Legend
engines illuminates the chamber with dim light. If the C: Ratfolk Council Guard
ritual ends, there will be no light source in the room. G: Eldritch Generator
Elevated Areas. The areas of the map highlighted in P: Ratfolk Poisoned Wind Globadier
green are at a higher elevation than the ground floor of the S: Ratfolk Grey Seer
chamber’s entrance. The height difference is described in V: Ratfolk Storm Vermin
the map.
Generators. The generators are Large objects with 30 hit Encounter Tactics
points, AC 18, immunity to psychic and poison damage, The goal of all the ratfolk in this fight is to kill or drive off the
and resistance to all spell damage. Attacks against it made players while protecting the grey seer’s ability to continue the
from 5 feet away have advantage. A creature within 5 feet ritual. Different ratfolk go about this in different ways, but
of it can make a DC 18 Intelligence (Arcana) check or an they all answer to the grey seer.
Intelligence check using tinker’s tools to disable a
generator rather than destroy it. Ratfolk Grey Seer
Water. The water in the champer is 10 feet deep and The grey seer can’t move from his location while performing
heavily polluted. Any creature that ends its turn in the the ritual, but he can still direct the other ratfolk, cast spells,
water takes 3d6 poison damage. and use his other abilities. The grey seer is intelligent enough
Pipes. The pipes crisscrossing the chamber have an AC that he can assess what types of saving throws each player
16 and immunity to psychic and poison damage. If 16 will have a more difficult time dealing with, and will play on
points of damage is dealt to a single section, it ruptures, each player’s weaknesses whenever possible.
filling a 10 foot area around it with the effects of the
cloudkill spell for 1 minute (save DC 16). Once a section of Grey Seer Tactic Tips
pipe is burst this way, no pipes within 30 feet of it will Have him use chain lightning as soon as he can target
produce this gas if they are destroyed. three or more players with it.
Have him use fireball if he can hit two or more players
with it. He will deem hitting minions with a fireball
acceptable so long as he’s hitting more players than
minions and the players have low odds of passing
Dexterity saving throws.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The fissure spell should be used following the same
guidelines as the fireball spell, but only if it can be used
without affecting an active generator. Any pipes in the
fissure’s area are ruptured, and you can have the toxic
water flow into the newly formed crevice if it makes sense.
If the players are spread out, his Lightning Strike attack is
usually his best option. Prioritize players surrounded by
ratfolk to make use of the extra Overwhelming Mass
damage.
If a player reaches an active generator, that’s a good time
to summon a rat tide to hinder that player.
Control winds can be used to hinder player movement and
keep them separated, so it’s harder for them to aid isolated
and overwhelmed party members.
Council Guard and Storm Vermin
The grey seer will squeak orders at the council guard in
Undercommon throughout the fight. Two council guards are
stationed at each generator. If the players split up, sending
high-speed characters to quickly disable the generators, the
grey seer will order the council guard to leave their post and
charge any fragile players that have been left exposed. This
will be done in an attempt to force the other players to pull
back to help their allies. If the players take a slower, more
methodical approach, the council guard will hold their
ground and wait for the players to come to them. Storm
vermin are more flexible in who and how they’ll fight and
will generally help gang up on any player engaged in
combat to help add to the damage of Overwhelming
Mass.
Poisoned Wind Globadiers
Globadiers will keep their distance and attempt to whittle
down players from afar, even if it means hitting a ratfolk or
two in the process. They will only engage in melee with
players who are fragile and poor hand-to-hand combatants. If the players stop the ritual by destroying the eldritch
generators but are forced to flee afterward, the grey seer will
The Generators are Destroyed have them repaired and attempt to restart the ritual. This will
If all the generators are destroyed, the grey seer will attempt likely take at least a day, if not more, and the grey seer may
to maintain his position by calling his remaining guards to add extra safeguards, such as more minions, in case the
protect him while he continues to bombard players from afar. players make a second attempt at stopping the ritual. If the
If his platform ceases to be safe, or it’s clear he can’t defend grey seer is forced to flee, he will likely be foiled in his
it, he will break and flee. Spells like control winds and fissure attempt to complete his ritual and begin plotting revenge
can help hinder the players’ pursuit. Any remaining council against the players.
guard will fight to the death to buy the grey seer time to
escape, but the rest of the ratfolk will break and begin fleeing Loot
once they see their leader making a run for it. The players can salvage valuable arcane components from
each of the generators. Each generator yields 2d6 x 1,000 gp
Aftermath worth of salvageable goods. If a character with proficiency in
If the players are forced to flee, the ratfolk won’t pursue them Arcana or tinker’s tools salvages a generator, they loot 3d6 x
out of sight of the chamber. The grey seer will continue his 1000 gp worth of salvageable goods instead.
ritual, and it’s up to you how long it will take him to complete The grey seer wears an eldritch amulet which served as the
it and what the consequences are. The ritual might be focal point for the ritual and is worth 10,000 gp.
minutes away from completion or hours. The completion of As this was likely a climatic final battle part of a larger
the ritual could result in a variety of deadly consequences, adventure, it is an opportune time to drop in any magic items
including, but not limited to: appropriate to the players’ level that fit the environment or
are useful to one or more of the players.
The grey seer summons a vermin lord The players can also loot the individual ratfolk they slew
The grey seer gains the stats of a vermin lord warpseer using the guidelines from the Ratfolk Loot Guide.
The grey seer summons an army of ratfolk
The grey seer unleashes terrible disasters, such as
plagues, earthquakes, or meteor showers

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
XP Award: 40,000xp Adventure Follow Ups
The degree of success the players have in defeating the
ratfolk can affect their XP reward. You can use the following If you wish to connect this encounter to a larger adventure,
potential outcomes as guidelines to modify how much XP you the following hooks can help provide some inspiration:
award your players. d4 Adventure Hook
150% XP: The ritual was stopped and the grey seer slain The grey seer’s ritual is being done at the behest of a
100% XP: The ritual was stopped, but the grey seer 1 demonic master who wishes to tear its way into the
escaped mortal realm.
50% XP: The players destroyed all the generators, The grey seer’s ritual transforms the surface world's
thereby delaying the ritual, but fled before defeating the 2 people into ratfolk to join his ever-growing army of
grey seer doom.
10% XP: The players retreated and failed to stop the
ritual The grey seer seeks to complete a ritual to begin a 13-
day countdown, heralding the end of the world before
3
Adjusting the Difficulty his dark god arrives to claim the souls of all its
inhabitants.
The encounter assumes you are playing with 4 players in the
suggested level range. If the players' levels are outside the The grey seer holds the city above his lair hostage and
suggested level range, or you have a different group size, you 4 threatens to unleash a magical calamity if they do not
can adjust the encounter's difficulty accordingly. meet his demands.
Easier Encounter. Reduce the pairs of council guards to
solo council guards. Change the XP Award to 33,000 XP.
Harder Encounter. Increase the pairs of council guards to
trios of council guards. Increase the XP award to 50,000 XP.

11
Ratfolk Stat Blocks
Ratfolk Chieftain Tactical Wit. The ratfolk gains a +2 bonus to initiative.
Medium humanoid (ratfolk), chaotic evil Actions
Multiattack. The ratfolk makes three attacks, it can
Armor Class 17 (splint)
replace one of it's attack with a Rat Rally.
Hit Points 97 (13d8 + 39)
Speed 30 ft. Spike Fist. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6 + 3) piercing damage or, if
the ratfolk had advantage on the attack roll, 10 (2d6 +
STR DEX CON INT WIS CHA 3) piercing damage.
16 (+3) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) Chieftain's Blade. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Saving Throws Str +6, Dex +5, Con +6, Int +5
Rat Rally. The frightened condition caused by the Scurry
Skills Athletics +6, Deception +5, Intimidation +6,
Away feature ends on each other rat or ratfolk within
Perception +5
120 of the chieftain that can see or hear it, and its
Senses darkvision 60 ft., passive Perception 15
Languages Common, Undercommon actions are no longer restricted to the Dash, Disengage,
Dodge, or Hide actions on its next turn. The ratfolk
Challenge 5 (1,800 XP) Proficiency Bonus +3
chieftain can take this action while it is frightened by
the Scurry Away feature.
Crevice Crawler. The ratfolk can move through and stop
in a space large enough to fit a creature one size Reactions
smaller than it without squeezing.
Scurry Away. When an enemy the ratfolk can see ends
Dirty Tactics (1/Turn). The ratfolk deals an extra 10 its turn, the ratfolk can move up to half its speed away
(3d6) damage when it hits a target with a melee from the creature and become frightened of it until the
weapon attack and has advantage on the attack roll. end of the creature's next turn. This movement doesn't
provoke opportunity attacks. While frightened this way,
Keen Smell. The ratfolk has advantage on Wisdom
the ratfolk can only take the Dash, Disengage, Dodge,
(Perception) checks that rely on smell.
or Hide action. This feature ignores immunity to the
Overwhelming Mass x3. The first time each turn that the frightened condition.
ratfolk hits a creature with an attack, it deals an extra 3
damage per ally it has within 5 feet of its target that
isn't incapacitated. The ratfolk can benefit from up to 3
allies this way.

Ratfolk Clan Rat Overwhelming Mass x1. The first time each turn that the
ratfolk hits a creature with an attack, it deals an extra 1
Medium humanoid (ratfolk), chaotic evil
damage per ally it has within 5 feet of its target that
isn't incapacitated. The ratfolk can benefit from up to 3
Armor Class 16 (hide, shield) allies this way.
Hit Points 9 (2d8)
Speed 30 ft. Actions
Short Sword. Melee Weapon Attack: +4 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

10 (0) 14 (+2) 10 (0) 10 (0) 10 (0) 8 (-1) Sling. Ranged Weapon Attack: +4 to hit, reach 30/120
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Skills Acrobatics +4, Deception +1, Stealth +4
Senses darkvision 60 ft., passive Perception 10
Reactions
Languages Common, Undercommon Scurry Away. When an enemy the ratfolk can see ends
Challenge 1/4 (50 XP) Proficiency Bonus +2 its turn, the ratfolk can move up to half its speed away
from the creature and become frightened of it until the
Crevice Crawler. The ratfolk can move through and stop end of the creature's next turn. This movement doesn't
in a space large enough to fit a creature one size provoke opportunity attacks. While frightened this way,
smaller than it without squeezing. the ratfolk can only take the Dash, Disengage, Dodge,
or Hide action. This feature ignores immunity to the
Keen Smell. The ratfolk has advantage on Wisdom frightened condition.
(Perception) checks that rely on smell.
Ratfolk Council Guard Keen Smell. The ratfolk has advantage on Wisdom
(Perception) checks that rely on smell.
Medium humanoid (ratfolk), lawful evil
Overwhelming Mass x2. The first time each turn that the
Armor Class 17 (splint) ratfolk hits a creature with an attack, it deals an extra 2
Hit Points 91 (14d8 + 28) damage per ally it has within 5 feet of its target that
Speed 30 ft. isn't incapacitated. The ratfolk can benefit from up to 3
allies this way.

STR DEX CON INT WIS CHA Actions


19 (+4) 14 (+2) 15 (+2) 12 (+1) 16 (+3) 12 (+1) Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) slashing damage, or if
the ratfolk is more than 5 feet away from the target, it
Saving Throws Int +3, Wis +5 may move 5 feet closer to the target and deal 20 (3d10
Skills Athletics +6, Perception +7 + 4) slashing damage.
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 17 Reactions
Languages understands Common and Undercommon Scurry Towards. When an ally the ratfolk can see with a
but can't speak them
CR of 5 or higher uses its Scurry Away feature, the
Challenge 4 (1,100 XP) Proficiency Bonus +2 ratfolk can move up to half its speed towards the
creature this ally is frightened of. This movement
Brute. A melee weapon deals one extra die of its doesn't provoke opportunity attacks, and if the ratfolk
damage when the ratfolk hits with it (included in the is within 10 feet of the creature at the end of this
attack.) movement, it may make a halberd attack against it.
Crevice Crawler. The ratfolk can move through and stop
in a space large enough to fit a creature one size
smaller than it without squeezing.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ratfolk Grey Seer Warp Staff. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
Medium humanoid (ratfolk), chaotic evil
plus 27 (6d8) lightning damage, and the target can’t
take reactions until the start of its next turn.
Armor Class 15 (studded leather)
Hit Points 170 (20d8+60) Spellcasting. The ratfolk casts one of the following
Speed 30 ft. spells, requiring no components and using Charisma as
its spellcasting ability spell (spell save DC 18, +10 to
hit with spell attacks):
STR DEX CON INT WIS CHA At will: guidance, mage hand, message, thaumaturgy
10 (+0) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 20 (+5) 2/day each: control winds*, death frenzy** (6th-level
version), fireball
Saving Throws Con +8, Int +9, Wis +8, Cha +10
1/day each: chain lightning, commune, fissure**,
Skills Arcana + 8, Deception +9, Insight +7, Religion +7 scrying
Senses darkvision 60 ft., passive Perception 17
Languages Common, Undercommon Vermintide (1/Day). Three rat tides (found on next page)
Challenge 13 (5,900 XP) Proficiency Bonus +5 appear in unoccupied spaces within 60 feet of the
ratfolk and remain for 10 minutes or until destroyed or
Crevice Crawler. The ratfolk can move through and stop the ratfolk dies. The rat tides have their own turns but
in a space large enough to fit a creature one size use the ratfolk's initiative and take their turns
smaller than it without squeezing. immediately after the ratfolk.

Keen Smell. The ratfolk has advantage on Wisdom Reactions


(Perception) checks that rely on smell. Scurry Away. When an enemy the ratfolk can see ends
Favor of the Rat God (3/Day). If the ratfolk fails a saving its turn, the ratfolk can move up to half its speed away
throw or an attack roll is made against it and hits, it can from the creature and become frightened of it until the
roll 3d8 and add or subtract the number from the total end of the creature's next turn. This movement doesn't
roll, possibly changing the outcome. provoke opportunity attacks. While frightened this way,
the ratfolk can only take the Dash, Disengage, Dodge,
Overwhelming Mass x5. The first time each turn that the or Hide action. This feature ignores immunity to the
ratfolk hits a creature with an attack, it deals an extra 5 frightened condition.
damage per ally it has within 5 feet of its target that
isn't incapacitated. The ratfolk can benefit from up to 3 *Spell found in Elemental Evil Player's Companion
allies this way. **New spell listed on next page
Actions
Lightning Strike. Ranged Spell Attack: +10 to hit, range
120 feet, one target. Hit: 45 (10d8) lightning damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Spells For Grey Seer

Rat Tide Death Frenzy


Large swarm of tiny beasts, unaligned 2nd-level transmutation
Casting Time: 1 action
Armor Class 10 Range: 30 feet
Hit Points 72 (16d10-16) Components: V, S, M (a sharp tooth)
Speed 30 ft. Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock
STR DEX CON INT WIS CHA You send a creature into a frenzy that pushes its body beyond
its limits. Choose a willing creature you can see within range.
14 (+2) 10 (0) 9 (-1) 4 (-3) 12 (+1) 4 (-3) Until the spell ends, it takes 1d10 necrotic damage at the
start of each of its turns and has advantage on weapon and
Skills Perception +3 unarmed strike attack rolls until that turn ends. This damage
Damage Resistance bludgeoning, piercing, slashing can’t be reduced or prevented in any way.
Condition Immunities charmed, frightened, grappled, At Higher Levels: When you cast this spell using a spell
paralyzed, petrified, prone, restrained, stunned slot of 3rd level or higher, you can target one additional
Senses darkvision 30 ft., passive Perception 13 creature for each slot level above 2nd. All the creatures must
Languages ━ be within 30 feet of each other when you target them.
Challenge 3 (700 XP) Proficiency Bonus +2
Fissure
Keen Smell. The swarm has advantage on Wisdom 6th-level evocation
(Perception) checks that rely on smell.
Casting Time: 1 action
Overwhelming Mass (2). The first time each turn that Range: Self (60-foot line)
the swarm hits a creature with a weapon attack, it Components: V, S,
deals an extra 2 damage per each ally within 5 feet Duration: Instantaneous
of the target that isn't incapacitated, up to a Classes: Druid
maximum of 6 extra damage.
You strike a non-magical surface, causing a fissure to erupt
Swarm. The swarm can occupy another creature's out from you and split it down a line up to 60 feet long. The
space and vice versa, and the swarm can move fissure opens up to 20 feet wide and 40 feet deep. If the
through any opening large enough for a tiny rat. The ground is not deep enough to accommodate the fissure, the
swarm can't regain hit points or gain temporary hit ground opens up to whatever lies beneath.
points. A creature standing in the area of the fissure must succeed
Actions on a Dexterity saving throw or fall prone and into the fissure.
Creatures that succeed on the save move to the edge of the
Multiattack. The swarm makes two attacks or one fissure and may choose which side it moves to.
attack if the swarm has half of its hit points or fewer. The fissure deals 50 bludgeoning damage to any structure
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft.,
it comes in contact with it when it appears. The fissure lasts
one target in the swarm's space. Hit: 10 (3d6) indefinitely, and the ground within it is difficult terrain.
piercing damage. At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, you can increase the length by 20
Reactions feet and its depth by 10 feet for each slot level above 6th.
Scurry Away. When an enemy the swarm can see
ends its turn, the swarm can move up to half its
speed away from the creature and become
frightened of it until the end of the creature's next
turn. This movement doesn't provoke opportunity
attacks. While frightened this way, the swarm can
only take the Dash, Disengage, Dodge, or Hide
action. This feature ignores immunity to the
frightened condition.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ratfolk Poisoned-Wind Ripped Gear. The ratfolk loses immunity to poison
damage and poisoned condition when reduced to half
Globadier hit points or less. This immunity loss lasts until it
completes a short or long rest.
Medium humanoid (ratfolk), chaotic evil
Actions
Armor Class 14 (hide) Multiattack. The ratfolk makes two dagger attacks. It can
Hit Points 45 (7d8 + 14)
replace one attack with poisoned wind globe throw.
Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
STR DEX CON INT WIS CHA 2) piercing damage.
11 (+0) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) Poisoned Wind Globe. The ratfolk throws a poisoned
wind globe up to 20 feet where it shatters on impact.
Skills alchemist’s supplies +5, poisoner’s kit +5, Once shattered, it releases a cloud of poison gas in a 5-
glassblower’s tools +5 foot radius sphere, heavily obscuring the area. The
Damage Immunities poison cloud lasts for one round or until a wind of moderate or
Condition Immunities poisoned greater speed (at least 10 miles per hour) disperses it.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Undercommon When a creature enters an area covered by one or more
of these gas clouds for the first time on a turn or starts
Challenge 2 (450 XP) Proficiency Bonus +2
its turn in one or more gas clouds, that creature must
make a DC 13 Constitution saving throw. On a failed
Devious Globadier. The ratfolk can use its action to save, the creature takes 12 (2d8 + 3) poison damage
throw a poisoned wind globe while frightened by its and is poisoned until the end of its next turn. On a
Scurry Away feature. successful save, the creature takes half as much
Fragile Cargo. Whenever ratfolk suffers a critical hit or is damage and isn’t poisoned.
reduced to 0 hit points, it shatters a poisoned wind The ratfolk can carry up to 6 poisoned wind globes at
globe centered on itself. once.
Keen Smell. The ratfolk has advantage on Wisdom
(Perception) checks that rely on smell. Reactions
Scurry Away. When an enemy the ratfolk can see ends
Overwhelming Mass x2. The first time each turn that the
ratfolk hits a creature with an attack, it deals an extra 2 its turn, the ratfolk can move up to half its speed away
from the creature and become frightened of it until the
damage per ally it has within 5 feet of its target that
end of the creature's next turn. This movement doesn't
isn't incapacitated. The ratfolk can benefit from up to 3
provoke opportunity attacks. While frightened this way,
allies this way.
the ratfolk can only take the Dash, Disengage, Dodge,
or Hide action. This feature ignores immunity to the
frightened condition.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ratfolk Slave Actions
Medium humanoid (ratfolk), chaotic evil Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage.
Armor Class 10
Hit Points 7 (2d8-2) Sling. Ranged Weapon Attack: +2 to hit, reach 30/120
Speed 30 ft. ft., one target. Hit: 2 (1d4) piercing damage.

Reactions
STR DEX CON INT WIS CHA Cornered Rat. When the ratfolk is reduced to 0 hit
8 (-1) 10 (+0) 8 (-1) 8 (-1) 8 (-1) 8 (-1) points, and it took the Dash, Disengage, Dodge, or
Hide action on its last turn, it makes a bite attack
against a creature within 5 feet of it with advantage,
Senses darkvision 60 ft., passive Perception 9 dealing an extra 2 (1d4) damage on hit.
Languages Common, Undercommon
Challenge 1/8 (25 XP) Proficiency Bonus +2 Scurry Away. When an enemy the ratfolk can see ends
its turn, the ratfolk can move up to half its speed away
Crevice Crawler. The ratfolk can move through and stop from the creature and become frightened of it until the
in a space large enough to fit a creature one size end of the creature's next turn. This movement doesn't
smaller than it without squeezing. provoke opportunity attacks. While frightened this way,
the ratfolk can only take the Dash, Disengage, Dodge,
Keen Smell. The ratfolk has advantage on Wisdom or Hide action. This feature ignores immunity to the
(Perception) checks that rely on smell. frightened condition.
Overwhelming Mass x1. The first time each turn that the
ratfolk hits a creature with an attack, it deals an extra 1
damage per ally it has within 5 feet of its target that
isn't incapacitated. The ratfolk can benefit from up to 3
allies this way.

Ratfolk Storm Vermin Overwhelming Mass x1. The first time each turn that the
ratfolk hits a creature with an attack, it deals an extra 1
Medium humanoid (ratfolk), chaotic evil
damage per ally it has within 5 feet of its target that
isn't incapacitated. The ratfolk can benefit from up to 3
Armor Class 16 (chain mail) allies this way.
Hit Points 32 (5d8 + 10)
Speed 30 ft. Actions
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 8 (1d10 + 3) slashing damage, or if the
ratfolk is more than 5 feet away from the target, it may
16 (+3) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1) move 5 feet closer to the target and deal 14 (2d10 +
3) slashing damage.
Skills Athletics +5, Deception +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Reactions
Languages Common, Undercommon Scurry Away. When an enemy the ratfolk can see ends
Challenge 1 (200 XP) Proficiency Bonus +2 its turn, the ratfolk can move up to half its speed away
from the creature and become frightened of it until the
Crevice Crawler. The ratfolk can move through and stop end of the creature's next turn. This movement doesn't
in a space large enough to fit a creature one size provoke opportunity attacks. While frightened this way,
smaller than it without squeezing. the ratfolk can only take the Dash, Disengage, Dodge,
or Hide action. This feature ignores immunity to the
Keen Smell. The ratfolk has advantage on Wisdom frightened condition.
(Perception) checks that rely on smell.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ratfolk Volcanic Keen Smell. The ratfolk has advantage on Wisdom
(Perception) checks that rely on smell.
Slasher Overwhelming Mass x1. The first time each turn that the
Medium humanoid (ratfolk), chaotic evil ratfolk hits a creature with an attack, it deals an extra 1
damage per ally it has within 5 feet of its target that
Armor Class 16 (hide, shield) isn't incapacitated. The ratfolk can benefit from up to 3
Hit Points 22 (4d8+4) allies this way.
Speed 30 ft.
Actions
Short Sword. Melee Weapon Attack: +4 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature. Hit: 5 (1d6 + 2) slashing damage plus
3(1d6) fire damage.
10 (0) 14 (+2) 12 (+1) 10 (0) 10 (0) 8 (-1)
Sling. Ranged Weapon Attack: +4 to hit, reach 30/120
Skills Acrobatics +4, Deception +1, Stealth +4 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus
Damage Resistance fire 3(1d6) fire damage.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Undercommon Reactions
Challenge 1/2 (100 XP) Proficiency Bonus +2 Scurry Away. When an enemy the ratfolk can see ends
its turn, the ratfolk can move up to half its speed away
Burning Weapons Weapon attacks from the ratfolk deal from the creature and become frightened of it until the
an extra 3(1d6) fire damage (included in the attack). end of the creature's next turn. This movement doesn't
provoke opportunity attacks. While frightened this way,
Crevice Crawler. The ratfolk can move through and stop
in a space large enough to fit a creature one size the ratfolk can only take the Dash, Disengage, Dodge,
or Hide action. This feature ignores immunity to the
smaller than it without squeezing.
frightened condition.

Ratfolk Warlord Tactical Wit. The ratfolk gains a +3 bonus to initiative.


Medium humanoid (ratfolk), chaotic evil
Actions
Multiattack. The ratfolk makes three attacks, it can
Armor Class 18 (plate)
replace one of it's attack with a Rat Rally.
Hit Points 136 (16d8 + 64)
Speed 30 ft. Spike Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) piercing damage or, if
the ratfolk had advantage on the attack roll, 14 (3d6 +
STR DEX CON INT WIS CHA 4) piercing damage.
18 (+4) 16 (+3) 18 (+4) 16 (+3) 16 (+3) 18 (+4) Warlord's Blade. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Saving Throws Str +7, Dex +6, Con +7, Int +6
Rat Rally. The frightened condition caused by the Scurry
Skills Athletics +7, Deception +7, Intimidation +7,
Perception +6 Away feature ends on each other rat or ratfolk within
120 of the warlord that can see or hear it, and its
Senses darkvision 60 ft., passive Perception 16
actions are no longer restricted to the Dash, Disengage,
Languages Common, Undercommon
Dodge, or Hide actions on its next turn. The ratfolk
Challenge 7 (2,900 XP) Proficiency Bonus +3
warlord can take this action while it is frightened by the
Scurry Away feature.
Crevice Crawler. The ratfolk can move through and stop
in a space large enough to fit a creature one size Reactions
smaller than it without squeezing.
Scurry Away. When an enemy the ratfolk can see ends
Keen Smell. The ratfolk has advantage on Wisdom its turn, the ratfolk can move up to half its speed away
(Perception) checks that rely on smell. from the creature and become frightened of it until the
end of the creature's next turn. This movement doesn't
Dirty Tactics (1/Turn). The ratfolk deals an extra 17
provoke opportunity attacks. While frightened this way,
(5d6) damage when it hits a target with a melee
the ratfolk can only take the Dash, Disengage, Dodge,
weapon attack and has advantage on the attack roll.
or Hide action. This feature ignores immunity to the
Overwhelming Mass x3. The first time each turn that the frightened condition.
ratfolk hits a creature with an attack, it deals an extra 3
damage per ally it has within 5 feet of its target that
isn't incapacitated. The ratfolk can benefit from up to 3
18 allies this way.
Art Credit Change Log
All Encounter Maps - Joseph Snouwaert 1.0.0
Nezumi Shadow-Watcher, Pete Venters, Wizards of the Document release
Coast
Watery Grave - Raymond Swanland, Wizards of the Coast 1.1.0
Nezumi Bladeblesser - Ilse Gort, Wizards of the Coast Add page of new spells for ratfolk grey seer
Nezumi Shortfang - Daren Bader, Wizards of the Coast
Marrow-Gnawer - Wayne Reynolds, Wizards of the Coast
Nezumi Cutthroat - Carl Critchlow, Wizards of the Coast
Pack Rat - Kev Walker, Wizards of the Coast
Nighteyes the Desecrator - Jim Nelson, Wizards of the
Coast
Thousand-Year Storm - Dimitar Marinski, Wizards of the
Coast

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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