"Some say Gutter Rat has always haunted this beleaguered city. It used to be a halfling shire, you know, before humans decided they needed the nearby river to mill their grain and the fields nearby to grow it. Sure, you can find the wee folk around still, dodging around your boots. Hell, most of them ain't even all that angry that this used to be their land. Gutter Rat though, his anger never cools.
The dead are like that.
Never heard of the little terror attacking one of its kin, though. Now, humans? It lets their blood run in the streets freely. Gutter Rat tends to target those that abuse and ridicule halflings. Though, I guess it's ended enough folks that ain't.
Quick as hell, its hands made out of blades shears the soul away before you realize the bundle o' rags ain't no beggar child. If'n you ain't fast enough to hit it, the Gutter Rat just slices you again. I guess that's why most folks don't hunt the haunt. Those that do don't come back. Plus, they say it's unlucky to draw its ire. I reckon it is.
I reckon heroic folk like yerselves don't care none about that."
-Fossor Carvilius Graeme
Gutter Rat
Medium undead, chaotic evil
Flight 40ft (hover)
Str 5 Dex 18 Con 11 Int 16 Wis 14 Cha 17
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Damage Immunities Cold, Necrotic, Poison
Damage Resistances
Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Senses
darksight 60ft, passive Perception 15
Cunning Action:
On each of its turns, Gutter Rat can use a bonus action to take the Dash, Disengage, or Hide action.
Ethereal Sight:
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement:
The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sneak Attack (1/Turn).
Gutter Ratdeals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the ghost that isn't incapacitated and the ghost doesn't have disadvantage on the attack roll.Actions
Knife Fingers:
Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (4d6+3) necrotic damage.
Etherealness:
The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
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