Rattok

Small fiend (demon), Chaotic Evil

Armor Class

14 (natural armor)

Hit Points

66 (12d6+24)

Speed

walk 30 ft., swim 20 ft.

Skills

Stealth +5

Damage Resistances

cold, lightning

Damage Immunities

fire, necrotic, poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Common, Abyssal

Challenge

4

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.