Rattok
- Size
- Small
- Type
- Fiend
- Challenge Rating
- 4
- Source
- Creature Codex
- Alignment
- Chaotic-Evil
- Armor Class
- 14
- Speeds
- 30, swim 20
- Walking Speed
- 30
- Swimming Speed
- 20
- Strength Score
- 10
- Dexterity Score
- 16
- Constitution Score
- 14
- Intelligence Score
- 14
- Wisdom Score
- 6
- Charisma Score
- 9
- Skill Proficiencies
- Stealth
- Vision
- Darkvision (60ft)
- Languages Ref
- Abyssal, Common, Void Speech
- Hit Points
- 66
- Condition Immunities
- Poisoned
- Resistances
- Resistant to Cold Damage, Resistant to Lightning Damage, Immune to Fire Damage, Immune to Necrotic Damage, Immune to Poison Damage
- Languages
- Abyssal, Aethyrian Common
Small fiend (demon), chaotic evil
Armor Class 14 (natural armor)
Hit Points 66 (12d6+24)
Speed 30 ft., swim 20 ft.
- STR
- 10 (+0)
- DEX
- 16 (+3)
- CON
- 14 (+2)
- INT
- 14 (+2)
- WIS
- 6 (−2)
- CHA
- 9 (−1)
Skills Stealth +5
Damage Resistances cold, lightning
Damage Immunities fire, necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Abyssal, Common, Void Speech
Challenge 4 (1,100 XP)
Bottled Soul (3/Day). As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour.
Fire Dancer. Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute.
Magic Resistance. The rattok has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The rattok makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Necrotic Rush (Recharge 5-6). The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.