Ratman / Skaven

Ratmen / Skaven CR: 2

Medium humanoid (ratman / skaven), neutral evil
Armor Class: 13 (leather armour)
Hit Points: 30 4d10+8
Speed: 30 ft

STR

10 +0

DEX

15 +2

CON

10 +0

INT

11 +0

WIS

12 +1

CHA

8 -1

Skills: Perception +4, Stealth +4
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 120 ft, passive Perception 12
Languages: Common, Skaven, Abyssal, Infernal
Challenge Rating: 2

Keen Smell. The ratman has an advantage on Wisdom (Perception) checks that rely on smell.   Poisoned Attacks. Each ratman has a form of attack involving poisons, warpstone, or disease. Any successful hit with any Actions may automatically poisons the opponent. The victim must roll a DC 14 Constitution saving throw. If failed, the victim takes a further 7 2d6 poison damage. If successful, they take half damage.   Rate Leaders (the Greys). Sometimes a Grey will lead a party of ratmen. It is a 12th level cleric (saving throw DC 12, and hits on an AC 12, spellcastiing is Wisdom). Spells are drawn from the Cleric list in the Players Handbook, and rarely are they ever the same between different Greys.

Actions

Bite. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 3 [roll1d4+1] piercing damage.   Claw. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 3 1d4+1 slashing damage.   Shortsword. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 3 1d6 piercing damage.   Shortbow. Ranged Weapon Attack +3 to hit, range 80/320 ft, one target. Hit 3 1d6 piercing damage.

Ratmen are humanoid creatures descended of rats who call themselves Skaven. They are mutations of rats, caused by the effect of warpstone. Closely related to beastmen, they worship gods of chaos & destruction, primarily following a being named the Horned One. A ratman by itself is shortlived, and puny compared to other sentient species but breed in fast quantities. They have adapted a number of weapons to use poisons, diseases & warpstone at their core. This makes up for their weakness when in combat, and coupled with their numbers, can easily overpower more powerful opponents if pressed. Their own bodies carry any number of diseases and poisons naturally, and can be more mutable than most others. Sometimes an albino ratman will be born, and they are seen aa blessings by the Horned One. This makes these be treated as a figurehead to be followed. Such beings act as priests. They live deep underground, and found everywhere there in differing numbers, though most are found deep under the Eurasian Steppes. A rare few excursions come to the surface, mainly to take slaves back, and to get new poisons & toxins.

Suggested Environments

Underdark


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