Ratcatcher Rogue
Ever since the Ashen Age drove people into large enclosed communities, rats have been spreading diseases among the populace. Ratcatching became an important and even lucrative profession, and some clever people developed it into an artform.
Those roguish ratcatchers learned to train the rats they captured to use them in their covert operations which often included pickpocketing and lockpicking, and sometimes even assassinations. Some of them could even tame the menacing cranium rats that plague the great capitals.
3rd level: Collection of Rats, Plague Rats
9th level: Rat King, Trained Rats
13th level: Collection of Cranium Rats
17th level: Cranium Rat Mastermind
equip your swarm of rats with thieves' tools and command it to pick locks or disarm traps for you, using your thieves' tools skill modifier.
command the swarm to use your Dexterity (Sleight of Hand) skill for you in applicable situations, such as picking pockets or switching items.
command the swarm to use the Help action to give you or an ally advantage on a skill check or to distract an adjacent enemy to give you or an ally advantage on the next attack against it.
Individual rats cannot perform these skills on their own.
medium swarm of tiny aberrations
typically lawful evil
AC 12 (modified if you equip it with light armor)
HP 98 (20d8)
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 16 (+3) WIS 11 (+0) CHA 14 (+2)
Damage resistances: bludgeoning, piercing, slashing, psychic
Condition immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 30 ft., passive Perception 10
Languages: telepathy 60 ft.
Challenge: 7 (2900 xp)
Features:
Illumination (bonus action to shed dim light in 5 ft. radius, increase to bright light up to 20 ft. radius (and dim light for up to additional 20 ft.), or extinguish light)
Innate Spellcasting (psionics, casting ability INT, spell save 14; as long as Mastermind has more than half HP, it can cast spells)
At will: command, comprehend languages, detect thoughts, disguise self, mind sliver, sending
1/day: confusion, dominate monster, telekinesis
Swarm Master (Mastermind can occupy another creature's space and vice versa, and move through openings large enough for a tiny rat. Mastermind can't heal HP normally, but can merge with a Swarm of Cranium Rats to gain all its remaining HP.)
Telepathic Shroud (Mastermind is immune to any effect that would sense emotions or read thoughts, and all divination spells)
Actions:
Bites (melee weapon atk. +5 to hit, reach 0 ft., one target in Mastermind's space. Hit: 18 (6d6) pierce dmg or 9 (3d6) pierce dmg if Mastermind has more than half its HP, plus 26 (6d8) psychic dmg.)
Call the Swarm (recharge 5-6; a new Swarm of Cranium Rats appears on its own initiative turn from a crack in a wall, floor or ceiling. This swarm of cranium rats disperses if the Cranium Rat Mastermind is killed or called back to your belongings.)
Comments