Verminkin Skulk-Guard

The Verminkin are not true lycanthropes but a distinct race of rat-men. Legends say they were created when a plague-god blessed a colony of common rats in a wizard's waste-dump. They have since spread to every major city's underbelly.

MediumHumanoid(Verminkin)CR 1Neutral Evil

Verminkin Skulk-Guard

RatfolkSwarm-BornSewer-Dweller
HP22AC15SPD30 ft., Climb 20 ft.CR1StealthPerceptionAthletics
STR
11
DEX
15
save
CON
12
INT
10
WIS
10
CHA
8
Pack Tactics. The Skulk-Guard has advantage on an attack roll against a creature if at least one of the Skulk-Guard's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sewer Nimbleness. The Skulk-Guard can move through the space of any creature that is of a size larger than itself.
Multiattack. The Skulk-Guard makes two attacks: one with its Shortsword and one with its Bite.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () piercing damage. If the target is a creature, it must succeed on a Constitution saving throw or take 2 () poison damage.
Whistle-Dart. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage. On a hit, the target emits a faint whistling sound until the start of the Skulk-Guard's next turn, granting other Verminkin advantage on Perception checks to find it.
Scurry. When an enemy moves within 5 feet of the Skulk-Guard, the Skulk-Guard can move up to half its speed without provoking opportunity attacks.
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