XENOS: Ratman Clanrat

With Fires of Creation out of the way I set about converting the Lords of Rust beasties.  Many I just reskinned so I won’t republish those, but others are customer built based on the Pathfinder version.  First up is the ratfolk grunt.  Since my characters ended up allying with Redtooh they never fought these guys but he was built already.

RATMAN CLANRAT
Medium humanoid (ratman), lawful evilUntitled

Armour Class 15 (leather armour and shield)
Hit Points 33 (6d8 + 6)
Speed 30ft.
Skills Perception +2, Stealth +4
Senses darkvision 60ft., passive Perception 12
Languages Common
Challenge 2 (450 XP)

Keen Smell. The ratman has advantage on Wisdom (Perception) checks that rely on smell.

Swarming. If a ratman has an ally adjacent to the same target they may make a sneak attack for an additional 1d6 damage.

ACTIONS
Multiattack. The ratman makes two attacks, only one of which can be a bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1 d4 + 2) piercing damage.  Target must succeed on a DC 11 Constitution saving throw or be sewer plague.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

SEWER PLAGUE
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.

It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion.

On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

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