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View Full Version : D&D 5e/Next D&D 5e New Giant Rat Designs for Campaign



SneakyDuergar
2017-05-01, 04:24 PM
Hey so I'm making a new campaign and the premise is there's this crazy guy who has been experimenting on rats. To reflect that I've been making a bunch of different types of rats to fight throughout the adventure. The adventure is for characters level 1-3 so real low level characters. I'll be posting more as I design them. Let me know what you think thanks.

I'm also knew to this forum so let me know if I posted this in the wrong place or anything. Thanks again.

Crazed Giant Rat
Small Beast, Chaotic Neutral
Armour Class: 12
Hit Points: 4 (1d6)
Speed: 30ft
Str:7(-2) Dex:15(+2) Con:11(0) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: ⅛ (25 XP)
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite: Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 1d4+2 piercing damage.

Diseased Rat
Small Beast, Chaotic Neutral
Armour Class: 11
Hit Points: 4 (1d6)
Speed: 30ft
Str:7(-2) Dex:13(+1) Con:11(0) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: ⅛ (25 XP)
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target, Hit: 1d4+1 piercing damage, and the target must make a DC 10 Constitution saving throw or catch Rat Fever.

Rock Rat
Small Beast, Chaotic Neutral
Armour Class: 15 (natural armour)
Hit Points: 7 (2d6)
Speed: 30ft
Str:7(-2) Dex:11(0) Con:11(0) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Damage Resistances: bludgeon, piercing, and slashing from non-magical weapons that aren’t adamantine.
Damage Immunities: poison
Condition Immunities: exhaustion, petrified, poison.
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: 1/4 (50 XP)
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
False Appearance: While the rat remains motionless he is indistinguishable from an inanimate statue.
Bite: Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 1d4+2 piercing damage.

Rat Fever
1d12 minutes after contracting Rat Fever the target gains one level of exhaustion. At every short or long rest after being infection the character must make a DC 11 Constitution saving throw or suffer another level of exhaustion. A successful saving throw cures Rat Fever and removes a level of exhaustion. Another level of exhaustion is removed every long rest thereafter until the target is no longer exhausted. Alternatively another character may attempt a DC 11 Wisdom (Heal) check to the same effect. Only one Wisdom (Heal) check or Constitution saving throw can be made per short or long rest.

Spitter Rat
Small Beast, Chaotic Neutral
Armour Class: 10
Hit Points: 6 (1d6+2)
Speed: 30ft
Str:7(-2) Dex:11(+0) Con:15(+2) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: ⅛ (25 XP)
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target, Hit: 1d4+1 piercing damage.
Acid Spit(Recharge 4-6): The rat spits a glob of acid 30ft. The target and up to one creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 acid damage.

Plague Rat
Small Beast, Chaotic Neutral
Armour Class: 10
Hit Points: 6 (1d6+2)
Speed: 30ft
Str:7(-2) Dex:11(+0) Con:15(+2) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: ⅛ (25 XP)
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target, Hit: 1d4+1 piercing damage.
Poison Spray(Recharge 4-6): The rat exhales a 15-foot cone of noxious gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or take 1d12 poison damage.

Explosive Rat
Small Beast, Chaotic Neutral
Armour Class: 10
Hit Points: 1 (1d6-3)
Speed: 30ft
Str:7(-2) Dex:11(0) Con:5(-3) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: ⅛ (25 XP)
Deah Burst: When the rat dies, it explodes in a burst of flame. Each creature within 5 feet of it must succeed on a DC 10 Dexterity saving throw, taking 2d4 fire damage on a failed save, or half as much damage on a successful one.
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite: Melee Weapon Attack: +2 to hit, reach 5ft, one target, Hit: 1d4 piercing damage.

Chaos Rat
Large Beast, Chaotic Neutral
Armour Class: 12 (Natural Armour)
Hit Points: 52 (8d10+8)
Speed: 30ft
Str:15(+2) Dex:11(0) Con:13(+1) Int: 2(-4) Wis: 10(0) Cha:4(-3)
Senses: Darkvision 60ft,
Passive Perception 10
Languages: -
Challenge: 2 (450 XP)
Chaotic Creation: Roll a d4 the first time the rat takes damage. When the rat is reduced to half health roll again, and replace the first effect with the second effect:
1. Fire. The rat is wreathed in flames. It gives off bright light in 30ft radius and dim light for 30ft beyond that. It becomes immune to fire damage and resistant to cold damage. All attacks deal fire damage. At the beginning of each of the rat’s turns its flames flare briefly. Any creature within 5ft of the rat at this time take 1d4 fire damage.
2. Cold. Ice rimes the rat’s body. It gains an AC of 15 due to icy plates covering its body. It becomes immune to cold damage and resistant to fire damage. All attacks deal cold damage.The ground in a 10-foot radius is icy and becomes difficult terrain for all creatures except the rat.
3. Lightning. Lightning crackles over the rat’s body. It becomes immune to lightning damage. All attacks deal lightning damage. As a bonus action on the rat’s turn it can shoot a bolt of lightning from its back at a target within 10ft. The target must succeed on a DC 10 Dexterity saving throw or take 1d6 lightning damage.
4. Acid. Acid seeps from the rat’s body. It becomes immune to acid damage. All attacks deal acid damage. The rat releases a noxious gas in a 10-ft radius. All creatures standing in this radius have disadvantage on attack rolls and ability checks.
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite: Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 2d4+2 piercing damage.