15 (leather armor)
66 (12d8 + 12)
walk 30 ft., swim 30 ft., climb 30 ft.
acrobatics +6, athletics +3, perception +6, stealth +8
darkvision 60 ft.
Common
3
+2
The Rat Prince can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
The Rat Prince has advantage on Wisdom (Perception) checks that rely on smell.
The Rat Prince has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
The Rat Prince carries 2d6 pieces of ammunition laced with delerium fragments. These projectiles cause 1d6 extra damage on a hit, and the target must succeed on a DC 10 Constitution saving throw or gain one level of contamination.
The Rat Prince makes three attacks: two with his short swords, and one with his contaminated bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 4) piercing damage, plus an extra 10 (3d6) necrotic damage, and the creature must succeed on a DC 11 Constitution saving throw or gain one level of contamination.
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.