| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
16 |
+3 |
+3
|
| CON |
10 |
+0 |
+0
|
| INT |
10 |
+0 |
+0
|
| WIS |
16 |
+3 |
+3
|
| CHA |
6 |
-2 |
-2
|
Medium
Humanoid (Any)
Armor Class
13
Hit Points
18
(4d8)
Proficiency Bonus
2
- Speed
- 30 ft. Climb 30 ft.
- Challenge
- 1/2 (XP 100)
- Skills
-
Animal handling +5
- Resistances
-
Poison
- Immunities
-
Poisoned
- Senses
- Darkvision 120 ft.
- Gear
- Tattered Robes
- Pest Control
- Tiny Nonmagical pest creatures such as rats and insects will not harm the Vermin unless the Vermin threatens or harms them first.
Actions
- Scratch
- Melee Weapon Attack, one target, 5ft. reach, +5 to hit, 5 (2d4) poison damage.
- Throw Rat
- Ranged Weapon Attack, one target, range 30 ft., +5 to hit, 4 (1d6) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
- Summon Vermin (2/day)
- The Vermin releases a swarm of rats and other vermin in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Reactions
- Skittish movement
- The Vermin can move up to half its Speed as a reaction when an enemy ends its turn within 5 feet of it. This movement doesn’t provoke opportunity attacks.
Dirty, smelly, and skittish, the vermin has spent so long living among rats that their connection with humanity has faded. Although they have lost access to civilization they truly feel at home with their vermin friends, thriving in the dark filthy corners of the world.