Ratfolk Warlock

Creature Codex (3pp) p. 316

Size
Small
Type
humanoid (ratfolk)
Alignment
any alignment
AC
13 (16 with mage armor)
Hit Points
27 (6d6+6)
Speed
walk 25 ft., swim 10 ft.
Saving Throws
Wis +3, Cha +5
Skills
Arcana +4, Deception +5, Perception +3
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common
Challenge
1
STR
8
−1
DEX
16
+3
CON
12
+1
INT
14
+2
WIS
12
+1
CHA
17
+3

Traits

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.

Spells

dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals, command, darkness, hellish rebuke, blindness/deafness, hold person

Other data

description