Ratfolk Mercenary
Creature Codex (3pp) p. 315
- Size
- Small
- Type
- humanoid (ratfolk)
- Alignment
- neutral
- AC
- 15 (leather armor)
- Hit Points
- 45 (13d6)
- Speed
- walk 25 ft., swim 10 ft.
- Saving Throws
- Dex +6, Int +4
- Skills
- Acrobatics +8, Deception +2, Intimidation +2, Perception +2, Stealth +8
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Languages
- Common
- Challenge
- 2
Traits
Chopper Squad
The ratfolk mercenary's melee weapon attacks deal one extra die of damage if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.
Nimbleness
The ratfolk mercenary 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.
Packing Heat
If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.
Actions
Multiattack
The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target.
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Dart
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Reactions
Guard the Big Cheese
When a creature makes an attack against the ratfolk mercenary's current employer, the mercenary grants a +2 bonus to the employer's AC if the mercenary is within 5 feet of the employer.