14 (natural armor)
76 (9d8+36)
walk 30 ft., burrow 20 ft.
Stealth +6
bludgeoning, piercing, slashing
poison
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
Common, Thieves' Cant
5
The rat king has advantage on Wisdom (Perception) checks that rely on smell.
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.
The rat king makes four bite attacks.
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.
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.
13 in humanoid form, 14 (makeshit armor) in hybrid form
44 (8d8 + 8)
30 ft.
Perception +3, Stealth +5, Survival +3
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
darkvision 60 ft.
Common and one other (can't speak in rat form)
3
The rat king has advantage on Wisdom (Perception) checks that rely on smell.
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.
While in sunlight, the rat king has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The rat king makes three attacks, only one of which can be a bite.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
The rat king can summon a swarm of rats. They appear in 1d4 rounds and obey the rat king's commands.