{"name":"Ratfolk Rogue","challenge_rating":"1","xp":"200","types":"Humanoid","pb":"+2","size":"Small","sizer":"NONE","languages":"Common, Thieves Cant","alignment":"Neutral","description":"The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.\r\n[in]The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies\u2014though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.[\/in]\r\n\r\n[b]Adaptable[\/b]. Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.\r\n\r\n[b]Fast Fighters[\/b]. Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \u201crat king\u201d who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead.","suggested_environments":"","armor_class":"15 (studded leather)","hit_points":"31","strength":"7","dexterity":"16","constitution":"12","intelligence":"14","wisdom":"10","charisma":"10","base_movement_units":"","base_movement_in_ft":"25","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"10","climb_movement_in_ft":"","senses":"[tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]Darkvision[\/tooltip] 60ft., Passive Perception 12","skills":"Acrobatics +5. Perception +2, Stealth +7","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Nimbleness[\/b]. The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn\u2019t [tooltip:You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.]difficult terrain[\/tooltip] for the ratfolk.\r\n\r\n[b]Pack Tactics[\/b]. The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\u2019s allies is within 5 feet of the creature and the ally isn\u2019t [tooltip:While you have the Incapacitated condition, you experience the following effects: Inactive (You can\u2019t take any action, Bonus Action, or Reaction.), No Concentration (Your Concentration is broken.), Speechless (You can\u2019t speak.), Surprised (If you\u2019re Incapacitated when you roll Initiative, you have Disadvantage on the roll.)]incapacitated[\/tooltip].","actions":"[b]Dagger[\/b]. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20\/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.\r\n\r\n[b]Light Crossbow[\/b]. Ranged Weapon Attack: +5 to hit, range 80\/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.","bonus_actions":"[b]Cunning Action[\/b]. The ratfolk rogue takes the Dash, Disengage, or Hide action.","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6544884","source":"Tome of Beasts 1","tags":"","isShared":"on","templateId":"2991","blockId":"1540335","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402"}