Ratfolk Warlock
Small Humanoid (ratfolk), any alignment
Armor Class 13 (16 with mage armor)
Hit Points 27 (6d6+6)
Speed swim +10, walk +25
Challenge 1
Saving Throws cha +5, wis +3
Skills arcana +4, deception +5, perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common
Special Abilities
Nimbleness. The ratfolk warlock can move through the space of any Medium or larger creature.
Pack Tactics. The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Innate Spellcasting. The ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals 3/day each: command, darkness, hellish rebuke 1/day each: blindness/deafness, hold person
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Darken. The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn.
Source: Creature Codex · OGL/Open