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Tomb-Rat Revenant - AI-generated fantasy Monster

Tomb-Rat Revenant

The first tomb-rats appeared in crypts where generations of dead were buried alongside offerings of grain, meat, and blood. Rats consumed the offerings, then the bodies, and finally became vessels for the tomb's lingering death magic. Priests consider them omens that a burial site has been spiritually compromised.

MediumUndead(undead rat hybrid)CR Challenge 5 nominal, easy encounter when used alone with softened resistance or reduced breath damagetypically neutral evil

Tomb-Rat Revenant

undeadrattomb guardianambusherminionUnderdarknecrotic
HP45AC14SPD30 ft., climb 20 ft.CR5, but use as a weakened minion against a level 2 partyPerceptionStealth
STR
16
DEX
14
CON
16
save
INT
6
WIS
12
save
CHA
8
Keen Smell. The tomb-rat has advantage on Wisdom (Perception) checks that rely on smell.
Crypt Climber. The tomb-rat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Undead Nature. The tomb-rat does not need to breathe, eat, drink, or sleep.
Rat-Burst Corpse. When the tomb-rat is reduced to 0 hit points, ordinary rats burst from its corpse and scatter. These rats are frightened for 1 minute and do not attack unless cornered.
Multiattack. The tomb-rat makes one Bite attack and one Grave-Claw attack.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage plus 3 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or be unable to regain hit points until the end of its next turn.
Grave-Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () slashing damage. If the target is prone, the attack deals an extra 3 () necrotic damage.
Corpse-Dust Breath. The tomb-rat exhales a cloud of corpse dust in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 14 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is poisoned until the end of its next turn. The tomb-rat cannot use this action again until it finishes a short or long rest.
Skittering Escape. When a creature within 5 feet of the tomb-rat misses it with a melee attack, the tomb-rat moves up to half its speed without provoking opportunity attacks. It must end this movement closer to cover, a wall, or a rat tunnel.
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