Runarcana

Part 4 · Monsters & Creatures

Wharf Rat

“There’s no bloodier place in Bilgewater than the bay. Just look at those rats. Bred in blood. They always want more. Never satisfied, the bastards.” - Barbed Butcher Wharf Rats are a common and dangerous pest of the serpent isles, often showing up on docked boats and ships. These rat-shark hybrids usually attack in packs, and some of them grow large enough to become Razorclaw, becoming an even greater danger to unwary sailors.

Wharf Rat
Wharf Rat

Wharf Rat Statblocks

Wharf Rat

CategoryGrunt
CR1

Fantastic Beast, Tiny

HP4 (3d4-2)
AC12
DR
Proficiency+2
Initiative0
Attributes
STR: 12+1
DEX: 100
CON: 8-1
INT: 3-4
WIS: 9-1
CHA: 5-3
Additional
Senses
Blood Scent. Passive perception 9
Speed
30 feet of walking, 50 feet of swimming
Skills
Survival +1
Languages
Sylvan
Experience
Collective25
Individual9

Saving Throws: Strength +3

Amphibious. The Wharf Rat can breathe both on land and underwater.

Blood Scent. The Wharf Rat has Keen Smell out to 3 miles related to smelling blood; once it has caught the scent, it has advantage on checks related to tracking down the source of the blood.

Disposable. Wharf Rats take double damage from effects that require saving throws, except Dexterity. Additionally, even if it succeeds on an effect or spell with a failure that isn't based on Dexterity, the Wharf Rat takes full damage instead of only half.

Pack Tactics. The Wharf Rat has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.

Bite. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 3 (1d4+1) Piercing damage.

Runic Pulse: Agate Pulse (1d4 Piercing)

Mischief of Wharf Rats

CategoryElite
CR1

Fantastic Beast, Medium

HP44 (9d8+10-2)
AC10
DR
Proficiency+2
Initiative0
Attributes
STR: 12+1
DEX: 100
CON: 8-1
INT: 3-4
WIS: 9-1
CHA: 5-3
Additional
Senses
Blood Scent. Passive perception 9
Speed
30 feet of walking, 50 feet of swimming
Skills
Survival +1
Languages
Sylvan
Experience
Collective100
Individual38

Saving Throws: Strength +3

Amphibious. The Mischief of Wharf Rats can breathe both on land and underwater.

Collective. The Mischief of Wharf Rats can enter and exit the space of a creature equal to or smaller than its own size; the space inside the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures inside it.

Split. The Mischief of Wharf Rats can split into two Mischiefs of Wharf Rats of 1 smaller size category using a bonus action, losing half its maximum and current hit points in the process, and its Bite attack's damage die is decreased by one category. A Mischief of Wharf Rats can merge with another of the same size using a bonus action, adding their maximum hit points together and increasing its damage dice by one category. A Mischief of Wharf Rats can't be smaller than Small. A Small Mischief of Wharf Rats splits into 1d4 Wharf Rats.

Blood Scent. The Mischief of Wharf Rats has Keen Smell out to 3 miles related to smelling blood; once it has caught the scent, it has advantage on checks related to tracking down the source of the blood.

Disposable. The Mischief of Wharf Rats takes double damage from effects that require saving throws, except Dexterity. Additionally, even if it succeeds on an effect or spell with a failure that isn't based on Dexterity, the Mischief of Wharf Rats takes full damage instead of only half.

Pack Tactics. The Mischief of Wharf Rats has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.

Bite. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 5 (1d8+1) Piercing damage.

The Mischief of Wharf Rats has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Mischief of Wharf Rats's turn, the number of charges returns to 2

The Mischief of Wharf Rats can take an action and restore its reaction (if spent)

The Mischief of Wharf Rats can spend all or the rest of its movement

The Mischief of Wharf Rats can repeat a saving throw against an effect affecting it

Cost. When the Mischief of Wharf Rats repeats its saving throw this way, it loses 1 hit point.

Runic Pulse: Agate Pulse (1d4 Piercing)