Hulk Rat-King
Medium beast (swarm), unaligned
The customs hulk was condemned, sealed, and left to the rats, and the rats held a parliament. A hulk rat-king is that parliament given teeth: dozens of bodies knotted tail to tail, moving as one grey tide through the bilges and the mud. Where it passes, the filth of the wreck passes with it, and the fever follows close behind.
Armor Class 13 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., climb 20 ft.
- STR
- 14 (+2)
- DEX
- 15 (+2)
- CON
- 16 (+3)
- INT
- 3 (-4)
- WIS
- 12 (+1)
- CHA
- 5 (-3)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 3
Traits
Swarm. The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny rat. The swarm cannot regain hit points or gain temporary hit points.
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Mass Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.





