Rat King

Medium monstrosity, Chaotic Evil

Armor Class

14 (natural armor)

Hit Points

76 (9d8+36)

Speed

walk 30 ft., burrow 20 ft.

Skills

Stealth +6

Damage Resistances

bludgeoning, piercing, slashing

Damage Immunities

poison

Condition Immunities

charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses

darkvision 60 ft.

Languages

Common, Thieves' Cant

Challenge

5

Keen Smell

The rat king has advantage on Wisdom (Perception) checks that rely on smell.

Plague of Ill Omen

The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result.

Actions

Multiattack

The rat king makes four bite attacks.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.

Summon Swarm (1/Day)

The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies.

Rat King

Medium humanoid (human, shapechanger), chaotic evil

Armor Class

13 in humanoid form, 14 (makeshit armor) in hybrid form

Hit Points

44 (8d8 + 8)

Speed

30 ft.

Skills

Perception +3, Stealth +5, Survival +3

Damage Immunities

bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses

darkvision 60 ft.

Languages

Common and one other (can't speak in rat form)

Challenge

3

Keen Smell

The rat king has advantage on Wisdom (Perception) checks that rely on smell.

Shapechanger

The rat king can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sunlight Sensitivity

While in sunlight, the rat king has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack (Humanoid or Hybrid Form Only)

The rat king makes three attacks, only one of which can be a bite.

Bite (Hybrid Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy.

Longsword (Humanoid or Hybrid Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Summon Rats (1/Day)

The rat king can summon a swarm of rats. They appear in 1d4 rounds and obey the rat king's commands.