Tomb Rats - AI-generated fantasy Monster

Tomb Rats

The keep records mention a once-comfortable hall of benches and low tables where guards and wardens waited between duties. After the keep fell, rats moved in first, then something colder taught them to avoid the light and gather around the dead. Locals say a Tomb Rat nest means the stone still remembers burial rites and prisoners who never reached either the shrine or the cells alive.

HP18AC12SPD30 ft., climb 20 ft.CR1/4 (50 XP)PerceptionStealth
STR
6
DEX
18
save
CON
12
INT
4
WIS
14
CHA
7
Shadow Fur. The Tomb Rats have advantage on Dexterity (Stealth) checks made in dim light, darkness, or among rubble.
Rubble Skulkers. The Tomb Rats can move through the space of a hostile creature and ignore nonmagical difficult terrain created by debris, broken furniture, or collapsed rafters.
Grave-Feeding. If the Tomb Rats start their turn in dim light or darkness and have not taken damage since the end of their last turn, they regain 2 hit points.
Gnawing Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () piercing damage, and the target must succeed on a Constitution saving throw or take 2 () necrotic damage at the start of its next turn as the bite festers with grave filth.
Furry Scrabble. When a creature within 5 feet misses the Tomb Rats with a melee attack, the rats can scuttle up the creature's weapon arm or leg, imposing disadvantage on the next attack roll the creature makes before the end of its next turn.
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